I feel like surrealness and distortion is an underused theme of . Between red's chaos and instability, blue's manipulation and subtlety, and green's non-interference and acceptance of what it perceives, the world around this color set can become very strange, very quickly. Some darker settings--Shadowmoor, Innistrad, and Duskmourn in particular--put a horror touch on this with cards like Altered Ego, Inside Out, and Peer Past the Veil. A few legendary creatures like Illuna, Apex of Wishes, Intet, the Dreamer, and Riku of Two Reflections have shades of this, too. But more often than not, the Temur color set is all about big creatures, big hands, and big damage.

This deck takes the basic Temur mindset and flips it on its head. It pumps and buffs the opponents' creatures and forces them to do its bidding with goads and incentives. A well-timed Blood Frenzy or Tattermunge Witch can be as good as a Soul Shatter. When everyone else is done fighting among themselves, it takes back all those pumps and buffs, builds advantages, and pushes forward for the win. Xyris, the Writhing Storm keeps everything active for all involved, and Propaganda and Constant Mists keep it safe in the middle of the chaos.

The finishers right now are Sandwurm Convergence and Form of the Dragon--two big enchantments that provide both power and protection. The deck's a little light on ramp, though, so it really needs to stay alive and distract the opponents for long enough to get one of them out. I mostly just want to find a home for these high-risk, high-reward cards, so they can be switched out for a different finisher of choice.

But the core of the deck is all about chaos, manipulation, and changing the rules of combat. Strangeness abounds, and your opponents will never trust their own decks while this one's around. Nobody makes Temur Goad. That doesn't exist.

Suggestions, thoughts, and random musings welcome, as always.

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96% Casual

Competitive

Revision 3 See all

(3 days ago)

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