Couple suggestions from like two games. Switch Sparkmage for Guttersnipes, twice as much damage per spell without having to pay for it. Also, Dual lands are awesome. Drop 2 R for 2 R/U and 2 G for 2 G/U. With you at 22 lands, it helps more with the mana fixing. I know running half the deck in tapped lands is eh, but it seems to play better.
I really like it too, just feels like there should be more U. I just don't know what. Maybe Talrand?
what would you cut for it? I would think the jade mages as they are the most inefficient minions early on, or maybe some of the more expensive things?
Every time I try to build this deck, I try to include Goblin Electromancer Cheaper LD is a good thing, and it helps a lot if you don't get your cultivate. (Might be worth considering it, I dunno, this deck doesn't have that many spells)
Actually, Chasm Stalker would cut down on the double mana cost and be scary with Craterhoof. Good call.
I'll test -2 jade mage +2 chasm skulker, what exactly should I change the mana base to make it a bit more balanced?
While cool, not as effective. You die quickly to flyers. Talrand might be the call. Tempted to take out Bear's Companion and put in Military Intelligence. Gotta rework the mana for it though.
This is a deck concept that Hakeem brewed up back in the day.. we've spoken about it and tweaked it some. It's not a finished product but its pretty close. There are still a few debatable slots which I'd love to have feedback from my Magic bros (and babassoonist too) about. Basically the deck wants to: Stall/ramp into a Species Gorger/self bounce plan with Warstorm Surge/big bodies as the finisher. Genesis Hydra is how we get Surge out consistently.. I have rarely hardcasted it during testing. There's a lot of lifegain here, which is how we deal with fast aggressive decks.. also Anger. If we resolve a Warstorm Surge it's pretty much GG. The deck draws cards very well.
The main weakness of the deck is to Auras. They get outside of Ground Assault range pretty fast, especially Hero of Iroas. That's why the two Vapor Snags are in the deck.. for that specific matchup.. because otherwise we roll over and die to Auras. Hakeem suggested perhaps Peel from Reality. I haven't tested it yet, but I worry that I often don't have too much of a board to bounce bc Species Gorger doesn't exactly let you build a wall of bodies (hence.. no Craterhoof).
Shambler was orgininally in as a singleton.. but he performed well destroying all kinds of things like Bone Wands, Angelic Accords, Sanguine Bonds, etc. as well as land screwing people. The second Shambler spot was for Archaeomancer to get back Ground Assaults.. but I never really wanted to cast him. There aren't a lot of instants/sorceries in the deck. So.. I just made him a second Shambler.. but that spot is debatable.
I'm thinking about cutting the Vapor Snags and just saying "F it... I can't beat Auras.. I'll just accept that as a bad matchup and die." but I really don't want to do that. Maybe Shock so I could 2 for 1 the aura guys and kill Talrands/Kiln Fiends/etc.
Lockhammer asked me about this list so I'm bumping it since he'll be putting some.playtime into it. It's pretty strong.. but I feel it could be optimized.
This is my temur deck, which is currently the best deck I have up my sleeve. The deck mainly operates by using the early game to ramp and draw then going heavy or going home late game. The big monsters plus uncounterable burn finish the game. The burn spells are used as removal against early game decks like goblins. In those match ups I tend to hold draw and ramp back in favor of removing threats like Goblin Rabblemaster and Foundry Street Denizen
Took out the Darksteel Ingot and put in Goblin Electromancer. Very often I would have the ingot in my hand and nothing to do with it, the Goblin Electromancer gives you a blocker/attacker and helps with the ramp. I also changed the mana a bit.
I tired the deck with Goblin Guttersnipe but it didn't workout as planned since I would die to token decks, the Cunning Sparkmage helps with that and gives you a bit of board control but maybe it needs more testing.
Here is where I'm at it right now. With the options we talked about, really Bear's Companion gives you the best bang for your buck. That gives you 2 damage, then 4 damage to place wherever you want for 5 mana, you can bounce the 2/2 to play it again for 6 damage while leaving behind a 4/4 which is pretty hard to deal with without a destroy spell or exile. Seems pretty golden IMO. Also played with the mana a bit, testing it still.
I've found this to be a versatile deck that has a few different strategies depending on how you draw. There is a strong early game and late game, but you do slow down between 3 and 7 lands if you don't have ramp. I generally try to create a strong board presence early through token generators like rabble master and talrand and the stall until late game. If you ever get a jalira out, use her ability ASAP cause chances are you'll get something strong.
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