I go heavy on the forests since they check both checklands. You have 9 lands apiece for each checkland to untap them, which is less than I'd like but close enough. This gives you 10 red and 10 blue, neither of which you should really need before turn 3, and Servant of the Conduit and Attune with Aether should solve the rest of your problems. An option would be to scale back on the checklands and put some of the Aether Hubs back in, but I think I'd go all in on the checks. Another alternative would be to do 3 each of the two checklands and add a third Mountain and Island. You'd still have only 10 Red and Blue mana, but the remaining checklands would become more reliable, and you're still sitting on 17 green mana sources.
This could probably be improved upon with store bought lands, which could likely let you switch out some of your non-land mana fixers, but I think the above list or the alternative I mentioned is more than good enough for the decklist you have above. You honestly don't need anything but green before turn 3, and you've got 18 cards for each of red and blue to take care of that before then.
Cool deck. You might be running too much land with 23 lands and 4 Attune with Aether? But the copter cycles, so that limits the risk of flooding.
Adding four Izzet Signet might be an option too. It accelerates you into the powerfull 4CC spells that you have.
Rabid Bite has a red equivalent; Fall of the Hammer.
On the minus: Red is more difficult for your deck.
But on the plus: It is an instant, so you can hold your other instant, Temur Charm, up and play the removal EOT. Might be better?
There are 21 green sources - 17 when not counting Aether Hub - including 13 that can be used on the first turn. That's a pretty good chance of being able to cast Attune with Aether on turn 1 and/or your green 2-drops on turn 2.
There are 10 sources of both blue and red - 4 lands that produce blue, 4 that produce red, and 6 that produce both - which admittedly is a bit low. While you won't need either blue or red before turn 3 you actually need to be able to produce all three colors separately by turn 3. In practice it means that in the first 3 turns you have to draw 2 out of the 14 lands that produce blue and/or red, which is not as consistent as I'd like. Attune with Aether and Servant of the Conduit are needed here to hit GUR consistently on turn 3.
There are 3 checklands of each with 10 lands that check them, and in general there are only 8 lands that enter the battlefield tapped - and 6 of them only conditionally. You have a realistic chance of having access to 1 mana on turn 1, 2 on turn 2, and 3 on turn 3.
There are 4 Aether Hub, which is probably the biggest hurdle with this mana base. Opening hands with double Aether Hub are going to be rough, but I think you run enough Energy producer in the early turns for it to be worth the risk.
I'll be sure to try your proposal out as well! Hub was a pretty big hurdle for me also. I did have the same train of thought that I run enough energy producers that it shouldn't be much of an issue.
Thanks Quilt, I try to build a new deck every set and I've been wanting to build my old Block Temur deck so I just mashed them together with energy for my Kaldesh deck. 23 may be a touch too much land, but with 3 colors it's better to have more; plus your thoughts are correct, it's one of the reasons I included the Copter.
Originally, the Rabid Bite was 2 Stubborn Denials but I don't have any on hand and the store was sold out. Bite is, more or less, a place holder. I will keep the hammer suggestion in mind though.
I don't think the deck is tall enough to need help from the bouncelands or signets. Plus, since U is just a splash color, with all the ways I have to mana fix I doubt I need them, unless these mana base ideas don't pan out.
I was finally able to sleeve it up and go for a few games, for what it's worth, your suggested base was preforming great! I never got past my 6th turn, but still.
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4 Frontier Bivouac
4 Aether Hub
Creatures(16)
4 Longtusk Cub
4 Servant of the Conduit
4 Savage Knuckleblade
4 Bristling Hydra
4 Attune with Aether
3 Crater's Claws
2 Rabid Bite
4 Smuggler's Copter
3 Temur Charm
3 Arlinn Kord
2 Sarkhan Unbroken
I also have access to these lands:
4 Rootbound Crag
4 Hinterland Harbor
As I said, it's simi-budget restrictions so:
No Fetches
No Shocklands
And pretty much no land over $5/ea.
Any help would be greatly appreciated.
Thank you.
I go heavy on the forests since they check both checklands. You have 9 lands apiece for each checkland to untap them, which is less than I'd like but close enough. This gives you 10 red and 10 blue, neither of which you should really need before turn 3, and Servant of the Conduit and Attune with Aether should solve the rest of your problems. An option would be to scale back on the checklands and put some of the Aether Hubs back in, but I think I'd go all in on the checks. Another alternative would be to do 3 each of the two checklands and add a third Mountain and Island. You'd still have only 10 Red and Blue mana, but the remaining checklands would become more reliable, and you're still sitting on 17 green mana sources.
This could probably be improved upon with store bought lands, which could likely let you switch out some of your non-land mana fixers, but I think the above list or the alternative I mentioned is more than good enough for the decklist you have above. You honestly don't need anything but green before turn 3, and you've got 18 cards for each of red and blue to take care of that before then.
I'll give it a shot. Thanks!
Adding four Izzet Signet might be an option too. It accelerates you into the powerfull 4CC spells that you have.
Rabid Bite has a red equivalent; Fall of the Hammer.
On the minus: Red is more difficult for your deck.
But on the plus: It is an instant, so you can hold your other instant, Temur Charm, up and play the removal EOT. Might be better?
Edit1: Simic Growth Chamber, Gruul Turf, Izzet Boilerworks have synergies with Aether Hub and Smuggler's Copter.
Edit2: Kiora's Follower can also give mana. Gives you access to combat tricks.
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
I'll be sure to try your proposal out as well! Hub was a pretty big hurdle for me also. I did have the same train of thought that I run enough energy producers that it shouldn't be much of an issue.
Thanks Quilt, I try to build a new deck every set and I've been wanting to build my old Block Temur deck so I just mashed them together with energy for my Kaldesh deck. 23 may be a touch too much land, but with 3 colors it's better to have more; plus your thoughts are correct, it's one of the reasons I included the Copter.
Originally, the Rabid Bite was 2 Stubborn Denials but I don't have any on hand and the store was sold out. Bite is, more or less, a place holder. I will keep the hammer suggestion in mind though.
I don't think the deck is tall enough to need help from the bouncelands or signets. Plus, since U is just a splash color, with all the ways I have to mana fix I doubt I need them, unless these mana base ideas don't pan out.
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.