Overview

Sometime ago, Temur Adventures was such a strong deck in standard that some of the deck got banned. I was not playing standard at the point, so I had no real experience or desire to play with adventure cards. However, Wilds of Eldraine has provided players with a strong commander in Beluna Grandsquall. I’ll fill in the primer as I play more, but this deck has been a blast to pilot.

When I first looked at Beluna, I thought it was a strong card because it reduced the cost of adventure permanents by . A 4/4 with trample that is also a cost reducer in the command zone for only three mana felt strong. However, Beluna is not the reason to play Beluna as the commander. In all reality, the commander of this deck is actually Beluna Grandsquall. For , mill seven cards then put all adventure cards milled into your hand. This is a draw two to five in the command zone. Then, to make it better, you can play Beluna! Beluna Grandsquall is so good that this deck is maximized as much as possible to replay this instant as much as possible with as the best outcome possible. This is the reason why the deck must have as many adventure spells as possible. Here is another thing to keep in mind. There aren’t that many adventure spells currently. However, this deck gets better as adventure cards are released.

Early Game (Turn 1 to 3):.


Mid Game (Turn 4 to 7):


Late Game (Turn 7 to beyond):

Adventures

  • Beanstalk Giant: Beanstalk plays the role of kinda-Cultivate for . Though Cultivate grabs two basics, Beanstalk Giant puts the basic land on to the battlefield untapped. Later in the game, Beanstalk Giant becomes a massive beater with its power/though equal to the number of lands you control. With multiple ways to get trample or double strike in the deck, Beanstalk can just knock someone out to the game out of nowhere.
  • Beanstalk Wurm: Beanstalk Wurm is the best part of this card by allowing for an extra land drop for . However, Beanstalk Wurm shouldn’t be completely slept on as a 5/4 body with reach, the sneakiest keyword in the game.
  • Bramble Familiar: Bramble is mainly here as a mana dork that produces . Late game, Bramble Familiar can mill seven then reanimate a creature, enchantment, or land. This deck is mainly creature, so there are plenty of hits. The best part of Bramble Familiar is that it can bounce itself to hand so that the adventure half can be played.
  • Kellan, Inquisitive Prodigy: Tail the Suspect is a downgraded Explore because it investigates rather than draws a card. However, the extra land drop is the important part because of the ramp. Kellan, Inquisitive Prodigy is a creature with a good body and flying and vigilance. As well, Kellan has a Trygon Predator effect by blowing up artifacts when he attacks. The second part of this effect won’t come into play as much but it still a good option to destroy clues, treasures, or leftover artifacts for card draw.
  • Rosethorn Acolyte: Rosethorn Acolyte has limited application normally as it is just a mana filter. The adventure half really shines when it is copied with Lucky Clover or Thousand-Year Storm. Rosethorn Acolyte is a poorly rated mana dork for . Rosethorn is a 2 / 3 that taps for any color, so that’s a plus.
  • Virtue of Strength: Both sides of this card are good. Virtue of Strength grabs a creature or land, not just any permanent, from the graveyard. Because this deck is full of adventures, Garenbrig Growth grabs a majority of the deck. Now, Virtue of Strength is the side that you really want. For , basic lands you control tap for three times that amount instead. My goodness! As of now, there are ten basics. I’m not sure if it is worth putting more in because a possible 30 extra mana should be more than enough.
  • Young Red Dragon: Bathe in Gold makes a treasure token at instant speed for . Unlike Rosethorn Acolyte, the ability to make a treasure token is good early and better when copied. Young Red Dragon is ok, being a 3/2 with flying that can’t block. Because of this clause, Young Red Dragon is treated as an attacker and buff target.

  • Non-Adventures

  • Aftermath Analyst: This is one of the better cards in Murders at Karlow Manor. For , Analyst mills three cards when it enters the battlefield. This effect is great on its own because this deck uses the graveyard as another hand, essentially. Second, Analyst can be sacrificed for Splendid Reclamation for at instant speed. The lands entering in tapped isn’t as much of a downside because again this is Splendid Reclamation at instant speed. Because of this, Analyst is a strong ramp card.
  • Blossoming Turtle: Turtle mills three cards on attack and entry then returns a land card from the battlefield tapped. In a deck that wants to play Beluna Grandsquall all the time, returning those lands back to the field as ramp is just icing on the cake.
  • Entish Restoration: This is just better Roiling Regrowth because it can grab three basic lands if you control a creature with power 4 or greater. This is an easy condition to meet as most of the deck consists of big fatties.
  • Growth Spiral: Instant speed draw and ramp most of the time for . Solid Simic staple.
  • Nature's Lore: Ramp on and acts as an extra copy of Breeding Pool, Hedge Maze, Ketria Triome, Stomping Grounds, or a Forest.
  • Storm-Kiln Artist: The first line of text is good for the beatdown but not why you are playing this card. You’re here for the sweet magecraft ability which creates a treasure token when you cast or copy an instant or sorcery. Because this is an adventure deck, two things will occur. First, you will be casting either instants and sorceries frequently because all the adventure spells are also instants and sorceries. Two, you will be copying instant and sorceries because adventure spells need to be copied to be busted. Though it costs , this card is great for ramping mid to late game and providing mana to storm off.
  • Sol Ring: You know what this does….
  • Uro, Titan of Nature's Wrath: Uro is Growth Spiral on a body for more mana. Yes, Uro will be sacrificed most of the time when first played. That’s fine. Why is that? Well, this card synergizes with Beluna’s adventure half. Beluna has a tendency to toss lots of things into the graveyard. Uro can then eat those unused cards for his escape cost. Even if he dies, there will be enough in the graveyard to do it over and over again. If he sticks around on the battlefield, then your opponents will have to deal with a 6/6 that Growth Spirals every time he attacks. At first, I wanted to add more cards with the escape mechanic. However, there is no need. Uro is more than enough. As well, Uro can be kinda greedy if he is being played repeatedly.
  • Worldsoul's Rage: This is a Fireball that ramps from your hand and/or your graveyard. Worldsoul is even better with fetchlands and being played multiple times. Though you can;t have multiple copies in EDH, you can copy the spell.
  • Adventures

  • Elusive Otter: This is one of the few adventures where I just play out the creature half. Don’t get me wrong; Elusive Otter has some mid to late game use, buffing the team with X +1/+1 counters. However, Elusive Otter is just a strong attack. First, it has prowess and will get bigger with each noncreature spell played. Second, Otter can’t be blocked by creatures with less power than it. These two lines of text go well together because the more you cast, the less things can block the otter.
  • Lovestruck Beast: This is another adventure card that I sometimes just play the creature half. Lovestruck Beast is a 5/5 for that can’t attack unless you control a 1/1 creature. Surprisingly, this deck has plenty of 1/1 creatures so Lovestruck can just go on the offensive immediately. If not, Lovestruck Beast can be played to provide a 1/1 white human to get Lovestruck started. Even without the 1/1, Lovestruck can just be a roadblock for aggro decks in the early game.
  • Picnic Ruiner: Though it may not seem like it, Picnic Ruiner is one of the better adventures available. Picnic Ruiner distributes three +1/+1 counters to any number of creatures you control. Picnic Ruiner is the real star here, giving itself double strike when it attacks with you control a creature with power four or greater. With different ways to give more +1/+1 counters and trample, Picnic Ruiner quickly becomes a threat.
  • Two-Headed Hunter: Two-Headed Hunter gives double strike for . With cheap access to double strike, you can just take out an opponent and/or punish bad attacks/blocks. Two-Headed Hunter itself is a 5/4 with menace, making it harder to block in combat.

  • Non-Adventures

    Adventures

  • Amethyst Dragon: This is one of the adventure cards that Magic Online is missing and the difference can be felt. Trust me. Explosive Crystal is damage based removal, dealing four damage divided among any number of targets. This can go face, ping off small creatures, or just take out a single creature. I mainly use this as a sweep to clean out small creatures like mana dorks or hate bears. Explosive Crystal truly pops off with Lucky Clover. Amethyst Dragon is a 4/4 dragon with flying and haste for , which makes it a fine beater and blocker in the air..
  • Bonecrusher Giant: This card was one of the monsters from the classic Temur Adventures deck. Bonecrusher Giant deals two damage to any target. As well, Bonecrusher Giant stops any effects that prevent damage this turn. Though it has limited application, it is something to remember when you are across the battlefield against Nine Lives or something similar. Bonecrusher Giant is a 4/3 beater that deals two damage when it becomes the target of a spell.
  • Fang Dragon: This is another adventure card that was released in a Commander set. Forktail Sweep wipes out small creatures that you don’t control for . This helps so much in the early game against decks that want to rush you down or set up with mana dorks. Fang Dragon, itself, is just a massive 6/3 with flying for .
  • Scalding Viper: This card would have been a problem in the classic Temur Adventure deck. Scalding Viper is Cyclonic Rift at sorcery speed, which is probably for the best. Scalding Viper is a 2/1 for that pings an opponent for one when they cast a spell with mana value three or less. Scalding Viper is a card that you won’t mind either in your hand as Scalding Viper or on the battlefield as Scalding Viper. Because of this, Scalding Viper is one of the best attackers with Grazilaxx, Illithid Scholar, putting opponents in a 50/50 situation of letting the punisher card stay on the field or give you another bounce spell.. Both sides of this card are great and one of the better adventures in the deck.
  • Virtue of Courage: Virtue of Courage is an adventure Shock. Virtue of Courage is a storm facilitator. VoC will exile X cards, with X equaling to the amount of noncombat damage dealt to an opponent. This makes cards like Bonecrusher Giant deal two and exile two. However, the cards exiled with VoC must be played the same turn so it’s best to storm off on your turn.

  • Non-Adventures

  • Ill-Timed Explosion: Thank you, Wizards. This deck needed a reasonable sweeper and here it is. This card draws two cards then you may pitch two cards. You don’t even have to throw cards away if you don’t want to. However, this card is here as a sweep so you’ll be pitching cards most of the time. One of the good things about adventure cards is the split cost. Thus, most of the adventure cards that will be put into the graveyard will have a high CMC. Again, this is a controlled sweeper, as you get to decide the damage placed onto the field.
  • Lozhan, Dragons' Legacy: Besides her being a 4/2 with flying, Lozhan can ping non-commander targets equal to the mana value of any adventure or dragon spell you cast. Due to all the high mana costs, she can really dish out some damage. Lozhan is definitely “Terror of the Peaks at home”.
  • Shatterskull Smashing  : Land and creature/planeswalker removal. The damage dealt is doubled if X is greater than six, which is easily achievable in a big ramp deck like this.
  • Adventures

  • Brazen Borrower: Another monster from the classic Temur Adventure deck. Brazen Borrower is baseline Cyclonic Rift. Brazen Borrower is a 3/1 with flash and flying that can only block other fliers. This combination of keywords is great for surprise blocks and pressuring life totals through the air. Like some of the other adventures, this card has two good sides. Like Scalding Viper, this is a card that is strong whether it is in your hand on the battlefield.
  • Emerald Dragon: You’d be surprised at the amount of times Dissonant Wave has been usable. Just note that it is from a noncreature source, but the Stifle is still good. Emerald Dragon is a big 4/4 beater with flying and trample. Though it is costly, these two keywords combine together to make a dangerous flying attacker.
  • Galvanic Giant: In creature matchups, this card is so good. You aren’t here for Galvanic Giant. Drawing four cards then discarding two for at instant speed is fine, but there are better things to be doing. Galvanic Giant, though, taps a creature an opponent counters and puts a stun counter on it when you cast a spell with mana value or greater. This means that GGiant will be locking down creatures for two turns every time you play one of your big mana cards. At , this is one of the creatures I’m playing out immediately, basically ignoring the adventure half.
  • Horned Loch-Whale: Horned Loch-Whale can be a backbreaker by bouncing an attacking creature to either the top or bottom of the opponent’s library. This is especially good for creatures that an opponent invested resources into, like equipment or +1/+1 counters. As well, Horned Loch-Whale is a big, ole’ 6/6 with ward 2 and flash! The downside is that it enters the battlefield tapped. However, this is something that gets played at the end of an opponent’s turn so it's ready for the beat down when your turn arrives. Loch-Whale is a control piece and a control ender all wrapped up into one. So good..
  • Hypnotic Sprite: Finally, an adventure Counterspell kinda. Hypnotic Sprite counters spells at or less. The other side is a cheap 2/1 with flying for . Again, this one of the adventure cards that I don’t mind bouncing back to hand.
  • Illithid Harvester: Without adventures, Temur doesn’t have a lot of options when it comes to sweepers for big creatures. That’s where Plant Tadpoles into Illithid Harvester comes in. Plant Tadpoles is a massive tap effect which further locks creatures down the following turn. Harvester then flips any number of target tapped creatures into 2/2 horror creatures. Though they aren’t destroyed, Harvester does severely hamper tapped creatures. With the lowered power and toughness, creatures you want to go away can then be dealt with via burn spells.
  • Queen of Ice: Queen of Ice locks down a creature for a turn, which is good for early control and tempo. However, Queen of Ice does the same effect when it deals combat damage to a creature. Thus, Queen of Ice is a great target for defensive +1/+1 counters, making attacking for problematic for your opponents.
  • Sapphire Dragon: Another adventure counterspell, with Psionic Pulse actings as Negate for more mana. This is good because the counterspells available is strict. Now, the creature side Sapphire Dragon is a huge 5 /6 with flying that scry 2 when it attacks or blocks. That’s really good. Though it costs , Sapphire Dragon is one of the better adventure creatures in the deck.
  • Stormkeld Vanguard: The adventure half Stormkeld Vanguard is just Naturalize. The creature half is a massive 6/ 7 that can’t be blocked by creatures with power 2 or less.
  • Sword Coast Serpent: This is up there as one of the better adventure spells. Sword Coast Serpent is Unsummon. Again, this is instant speed creature removal that will be used throughout the game. However, Sword Coast Serpent becomes an unblockable 6/6 if you cast a noncreature spell this turn. As a spellslinger deck, that clause is so easy to achieve that SCS is basically unblockable all the time.

  • Non-Adventures

  • Beast Within: Permanent removal for
  • Cyclonic Rift: This is a board reset for . There are very few reasons to not overload this.
  • Hullbreaker Horror: Top end creature and a game ender. Hullbreaker Horror is a 7/ 8 with flash that can’t be countered. That;s silly enough as it is. However, Hullbreaker Horror can either Unsubstantiate or Cyclonic Riftwhen you cast a spell. This is great for bouncing an opponent’s board or bouncing adventure creatures back to hand to be replayed. Just so good.
  • Adventures

  • Questing Druid: Questing Druid does two great things. First, Questing Druid is an instant speed impulse draw for . This is best to play during an opponent’s turn due to the “until your next end step’’ cause. Again, this is a card that can trigger Rocco and anything exile related. Second, Questing Druid a body that grows when you play a spell with or in the cost. The combination of an instant speed exile draw and a body that grows makes Questing Druid one of the best adventure spells available.
  • Tempest Hart: Tempest Hart draws two then discards two, similar to Izzet Charm. The other side is a 3 /4 with trample that grows when you cast a spell mana value 5 or greater. Like Galvanic Giant, Tempest Hart is a card that I’m more likely to play out the creature immediately due to the synergize with the deck. Again, another good adventure card with two good sides.
  • Young Blue Dragon: Sand Augury is just a good draw spell, scry 1 then drawing a card. Through the other side is a 3/3 with flying, Sand Augury is the real reason I am playing this card. This is another card that especially stands out with Lucky Clover.

  • Non-Adventures

  • Archmage Emeritus: Archmage draws a card when you cast or copy an instant or sorcery. This will be one of the major draw engines in the deck, as all the adventures trigger magecraft. Be careful because it is not a may trigger.
  • Edgewall Innkeeper: Innkeeper draws a card when you cast the creature half of an adventure spell. Because of its fragility and it drawing capability, I’ll wait to play out Innkeeper until I can start make use of him.
  • Rhystic Study: Rhystic provides card advantage and a stax element to my gameplan. This is either slowing my opponents down or drawing me cards; both plans work for me.
  • Storyteller Pixie: This is the inverse to Edgewall Innkeeper. Unlike Innkeeper, Storyteller Pixie is a 3/3 body with flying and not that fragile.
  • Temur Ascendancy: This is the deck’s haste outlet for . Ascendancy is also a draw engine that triggers when a creature with power four or greater enters the battlefield under your control.
  • Adventures

  • Dread Linnorm: Scale Deflection is a good combat trick, providing two +1/+1 counters, hexproof and untaps the creature. Even though its , this will catch your opponents off guard more often than not. The creature side is a massive 7/6 dragon that can’t be blocked by creatures with power 3 or less. This makes blocking options more difficult and good target for buffing spells.
  • Monster Manual: Zoological Study is a card advantage for which selects a creature card from five of the milled cards. This is good for the same reason Beluna Grandsquall is good; most of the deck consists of creatures. Monster Manual is a creature cheat for . Please note that there is no timing restriction so you can slam in creatures whenever for .
  • Tlincalli Hunter: Retrieve Prey is creature recursion for two turns. However, we are here for Tlincalli Hunter. Hunter is a 7/7 with trample that plays a creature from exile for free. All those adventure creatures in exile are now free!
  • Virtue of Knowledge: Virtue of Knowledge copies an activated or triggered ability. At face, it doesn’t seem like much, but there are plenty of tricky things that you can do. Like what? How about double fetching with Fabled Passage or Misty Rainforest? What about double triggers for Monster Manual or Grazilaxx, Illithid Scholar? Virtue of Knowledge is more straightfore because it doubles ETB triggers like Temur Ascendancy, Terror of the Peaks, and Uro, Titan of Nature's Wrath.

  • Non-Adventures

  • Archdruid's Charm: I’m going to write this one time because I’ve added this busted card to so many of my decks. This card does five things; any land tutor and puts it on the battlefield, creature tutor, +1/+1 counter with a bite, not a fight, artifact exile, and enchantment exile. All of this flexibility for . Busted. I feel like there is almost no reason not to play this card in decks that have three or less colors, especially if the deck’s primary color is . Look, you can play this reasonably by turn four if I can play Tribute to the World Tree in Rocco by turn three. I’m just saying
  • Bala Ged Recovery  : This is just the sorcery version of Eternal Witness and also a land. However, Bala-Ged Recovery is preferred due to the magecraft abilities within the deck.
  • Chancellor of Tales: Lucky Clover with flying.
  • Eternal Witness: Regrowth on a stick. As there are more things that put cards into the graveyard, EWitness value continues to grow.
  • Grazilaxx, Illithid Scholar: Grazilaxx is just like Temur Sabertooth, creature bounce. With Grazilaxx on the field, you can put opponent’s in a 50/50 mix-up. Either they let the creature through and you draw a card or they block the creature and you bounce it back to your hand which enables the sorcery/instant half.
  • Heroic Intervention: Classic protection that provides indestructible and hexproof at instant speed.
  • Lier, Disciple of the Drowned: Lier prevents counterspell interactions. That’s fine because this deck isn’t as heavily on the counterspells as it is on removal in other forms. However, that isn’t the reason why Lier is here. Lier provides each instant and sorcery in your graveyard with flashback, with the cost equal to its mana cost. That’s good because most of this deck is instants and sorceries. Lier has an interesting interaction with adventure spells, though. An adventure spell that is recast withflashback does exile itself. However, it isn’t permanently gone. Instead, it goes to the adventure zone, allowing the creature half to be played. Lier adds more utility and grind to this adventure deck.
  • Lucky Clover: This copies adventure sorceries and instants that were cast for . Simple, but strong card in this shell.
  • Primal Amulet  : Primal Amulet is a cost reducer for essentially four instant and/or sorceries. Once there are four or more charges counters on Primal Amulet, it transforms into Primal Wellspring  . Primal Wellspring   ramps and copies an instant or sorcery if that mana was spent on it.
  • The Mending of Dominaria: I’ve always felt that this card worked well with Beluna. The first two chapters mills two cards then allow you to return a creature card to your hand. Now, look at this list then look at how many creatures there are. It’s almost half the deck. Now, chapter three is a Splendid Reclamation and Elixir of Immortality slammed together. Again, look at the list but this time, look at the land count. Between Beluna and the other pieces of self-mill, this is going to ramp hard. You might think that shuffling cards back into the deck when this deck uses its graveyard so much would be a bad thing. After lots of testing, it isn’t; it’s an upside This deck fetches lands frequently which leaves the percentage of drawing adventure cards, especially off Beluna Grandsquall, much higher.
  • Thousand-Year Storm: Adventure cards want to be copied. Copying them once is great. But what if you could do more? That’s Thousand-Year Storm. Thousand-Year Storm copies spells per spell cast before it. The first cast does not copy, the second copies once, the third copies twice, and so forth. This is the card that makes this deck go off.
  • Temur Sabertooth: Temur Sabertooth has one job and it is to bounce adventure creatures back to your hand. That’s it!
  • 2.22.24 - Murders at Karlow Manor Self-Mill Edition

    I already knew that self-mill was the direction that this deck needed to go, but it didn’t have the pieces. Murders at Karlow Manor provided some of those pieces or made synergizes for other cards. Aftermath Analyst is such a great card. This card self-mills then becomes of Splendid Reclamation on a stick for at instant speed. With all of the self-mill, The Mending of Dominaria is back in because it self-mills, grabs a creature from the graveyard, then is another Splendid Reclamation! My goodness! Virtue of Knowledge doesn’t do enough with adventure creatures, sadly. Selvala, Heart of the Wilds is great ramp, but the self-mill tactic has proven itself over and over again with testing. I also decided to remove Birds of Paradise and Mystic Sanctuary for the Horizon lands Waterlogged Grove and Fiery Islet. This deck is midrange so Birds aren't as crucial. As well, there are plenty of extra land drop spells so having more land is just better. I rather have the repeatable draw of the Horizon Lands over Mystic Sanctuary, which doesn’t grab as much as you would hope for in this deck.


    2.1.24 - Murders at Karlow Manor Edition…Again

    With the release of Murders at Karlow Manor, there is a new Temur Ramp deck in Standard using Worldsoul's Rage and Ill-Timed Explosion. Some variations are using Blossoming Tortoise, while others don’t. As well, this deck uses the sacrifice lands from New Capenna. You know what? It works in this deck, as well. I already wanted Worldsoul's Rage as another piece of removal and ramp, which I think is just great. Blossoming Tortoise is a faster The Mending of Dominaria, though I still like that card. Because I’m dumping more cards in the graveyard, Eternal Witness is more vital. Between the new additions of Wolrdsoul’s Rage and Blossoming Tortoise returning fetchlands, I want more basics. The turn three lands are excellent and can replace Training Center, Rejuvenating Springs, and Spire Garden, depending on the price. Up to you. Terror of the Peaks was a reaction replacement. I thought that I didn’t have a strong enough ender in this deck so I added a generally good card. The reality is that I already have a good game ender in Hullbreaker Horror and Thousand-Year Storm.


    2.1.24 - Murders at Karlow Manor Edition

    Kellan, Inquisitive Prodigy is an Explore and a good flying adventure body. Honestly, Frolicking Familiar is so bad I just needed any reasonable adventure creature to replace it. Ill-Timed Explosion is a draw and sweeper wrapped into one which makes it a great replacement for Delayed Blast Fireball. I've had more success with DBF in Rocco than in Beluna because of the exile triggers. Archdruid's Charm is just a crazy card and Furious Werefox is a replaceable creature that only had a slot because it was an adventure creature. Thundering Falls and Hedge Maze are fetchable lands with a card filtering.


    1.4.2024 - Ramp in My Temur Deck

    Genesis Ultimatum is ok at best. Instead of drawing a card that is meant for the late game, I rather have cards that get me to the late game. Therefore, I added more ramp. The Great Henge is a strong card but Terror of the Peaks ends games. Even with the synergy with Virtue of Knowledge, the double burn is just better. As well, Two-Handed Axe is a great adventure card to push damage. Quandrix Apprentice was always replaceable.


    11.10.2023 - The Lost Caverns of Ixalan Edition

    When Kellan, Daring Traveler was previewed, I got excited for this deck because I though there would be some adventures in this set. I was incorrect. Anyways, I like Ojer Pakqatiq, Deepest Epoch and his (or her, I don’t know) grants rebound to instants. This is good because the creature half of adventure cards can be played for free. Seems goofy and definitely worth playing with and testing. Quandrix Apprentice helps smooth out land drops since this is a spellslinger deck. Cultivate isn’t that good and a draw/ramp at instant speed is better than . I need more adventure counterspells. As well, I rather have more ramp as it works better with Ojer Pakpatiq, Deepest Epoch   and Lier, Disciple of the Drowned. Delayed Blast Fireball is just a good sweeper and player damaging spell, especially with Thousand-Year Storm. Picklock Prankster was just disappointing. I played with it and it doesn’t hit adventure spells, which makes it pointless.


    10.19.2023

    This deck needs more removal, especially with the limited amount of adventure cards available. Shatterskull Smashing   is removal, a land, and a card I completely forgot about. I don’t need the temples. As well, Fabled Passage is better than Windswept Heath because it grabs an Island. Windswept Heath only hits Breeding Pool and Ketria Triome for . Moonshae Pixie is…meh. I saw other lists run this card and I just don’t see it. Picklock Prankster essentially draws a card and mills.


    10.6.2023

    Because this deck wants to use Beluna Grandsquall as much as possible, I needed to reduce the non-creature/non-adventure count. There have been multiple times where the above cards were milled over, left in the graveyard to rot. Yes, Bala Ged Recovery   is a thing, but I have no desire to use this card to get back Swan Song or even Chandra, Hope's Beacon. Wilderness Reclamation is fine, but this deck needs as many adventures as possible. This deck is mana hungry so Restless Vinestalk is just a dual land that comes in tapped for most games. If I’m going to play taplands, I want value immediately. Thus, the temples were included. Also, this is a mid-range deck so I can afford to play a few taplands for a smooth mid to late game. Yavimya, Cradle of Growth is good, but isn’t needed. Oracle of Mul Daya providesmana via treasures for play instants and sorceries. The Mending of Dominaria is a good synergy card with Beluna Grandsquall as it can grab the non-adventure creatures in the graveyard then return all my lands back to the battlefield. Storyteller Pixie is just more card draw, Virtue of Knowledge enables more things than I previously realized, Moonshae Pixie is for evasion and draw, Ferocious Werefox for trample, and Young Red Dragon is ramp. Thousand-Year Storm has better “pop-off” potential than Storm of Saruman.

    Feedback

    Thank you for visiting. Any suggestions and +1s are greatly appreciated! I read every comment and try to reply back to everyone. This deck is constantly evolving and it’s great to have other people submitting their input.


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    Glittering Gold, Trinkets, and Relics

    Commander / EDH GregariousG

    SCORE: 5 | 1 COMMENT | 309 VIEWS | IN 2 FOLDERS


    Simic:


    You Wouldn't Download A Spell | *Primer*

    Commander / EDH GregariousG

    SCORE: 72 | 21 COMMENTS | 6931 VIEWS | IN 36 FOLDERS




    I Have a Minor in Cryptozoology

    Commander / EDH GregariousG

    SCORE: 4 | 272 VIEWS | IN 4 FOLDERS


    Bant:

    Esper:

    Grixis:

    Jund:

    Naya:


    Gonna Need A Bigger Playmat | *Primer*

    Commander / EDH GregariousG

    SCORE: 174 | 47 COMMENTS | 25181 VIEWS | IN 80 FOLDERS




    Somebody's Watching Me | *Primer*

    Commander / EDH GregariousG

    SCORE: 7 | 4 COMMENTS | 722 VIEWS | IN 7 FOLDERS




    Jinnie Got the Truck Jewels | *Primer*

    Commander / EDH GregariousG

    SCORE: 22 | 4 COMMENTS | 2814 VIEWS | IN 13 FOLDERS




    The Saga of Turning Sideways

    Commander / EDH GregariousG

    SCORE: 3 | 400 VIEWS | IN 3 FOLDERS


    Abzan:


    Everybody in the Club Gettin' Keywords

    Commander / EDH* GregariousG

    SCORE: 58 | 18 COMMENTS | 4759 VIEWS | IN 26 FOLDERS



    Jeskai:


    Transcendent Perfection

    Commander / EDH GregariousG

    SCORE: 75 | 48 COMMENTS | 25820 VIEWS | IN 49 FOLDERS


    *Retired*

    Sultai:


    Three Baneful Queens

    Commander / EDH* GregariousG

    SCORE: 9 | 4 COMMENTS | 3493 VIEWS | IN 8 FOLDERS


    *Retired*

    Mardu:

    Temur:


    Side Quest

    Commander / EDH GregariousG

    SCORE: 10 | 772 VIEWS | IN 7 FOLDERS


    Artifice(Sans-Green):


    Akiri and Silas’ House of Exotic Wares

    Commander / EDH* GregariousG

    SCORE: 25 | 7 COMMENTS | 4229 VIEWS | IN 12 FOLDERS


    *Retired*

    Chaos (Sans-White):

    Aggression (Sans-Blue):

    Altruism (Sans-Black):

    Growth (Sans-Red):

    Prismatic


    Please Ban Torpor Orb | *Primer*

    Commander / EDH GregariousG

    SCORE: 152 | 69 COMMENTS | 33776 VIEWS | IN 57 FOLDERS


    *Retired*



    SimCity: Metropolis

    Commander / EDH GregariousG

    SCORE: 4 | 459 VIEWS | IN 2 FOLDERS




    Genesis Hymn - Jeskai Alarm | *Primer*

    Commander / EDH GregariousG

    SCORE: 15 | 1 COMMENT | 3214 VIEWS | IN 9 FOLDERS


    *Retired*

    Suggestions

    Updates Add

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    96% Casual

    Competitive

    Top Ranked
    Date added 8 months
    Last updated 1 month
    Exclude colors WB
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    10 - 0 Mythic Rares

    41 - 0 Rares

    25 - 0 Uncommons

    11 - 0 Commons

    Cards 100
    Avg. CMC 3.91
    Tokens Beast 3/3 G, Clue, Human 1/1 W, Treasure
    Folders EDH Retirement Home/Concepts, EDH I'm Playing, Deck, Commander decks, Decks I Use, EDH Gauntlet
    Votes
    Ignored suggestions
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