Talking Temur Energy here, not the aggro list.
I asked this same question. Trackers are decent 2x of main deck, if you face alot of aggro they are garbage.
But against mirror, control and other midrange they shine.
They can be also be SB material. I would not run them as a 4x!
Personally took out all 4 whirlers.
Main deck is 3 glorybringer, 2x baral's and 2x censor which has been doing well for now.
now that full spoiler's out it's time to talk about the new cards and how they fit into the plan.
personally, the only stand-out card for me is Crash Through, which is a Sorcery for R that grants all creatures you control trample and then draw a card.
could help when going against board stalls or dealing last points of damage through defenders.
allows for huge Longtusk Cubs, Tireless Trackers, Bristling Hydras, and Glorybringers to get past chump blockers.
I don't think we worry too much about Solemnity. If they tap out on turn 3 then we can respond with Chandra, Glorybringer, or plenty more. It will likely see play against us sure, but only because it's going to be on the board for GB Energy decks. I'm interested to see if Abrade, Crash Through, Driven // Dispair, or Unsummon can see any play though. Too bad Samut is such a low impact card compared to Chandra.
Is Pummeler good again? A couple of RG Pummeler lists popped up on the 5-0 tracker with very nearly the same starting 60. MTGOGoldfish labeled it Temur Energy, but there were no blue cards in the 75 for either one:
(one deck had 22 lands and one glorybringer, while the sideboards differed in the chandra/bestiary slot)
I ran it through a friendly league to a pretty easy 5-0, 10-2 in games. Early pressure, random combo kill, and good late game cards all feel pretty good.
I think the printing of Solemnity pretty much makes this and all energy decks unplayable. The idea that there's one card that can completely shut down your entire deck just doesn't sit well with me. Sure you can board in Natural State but the idea of having to take up valuable spots in your deck or sideboard against just one card seems too constraining. Maybe I'm wrong, but I just don't like the idea of decks being shut down by only 1 card.
Tireless Tracker is a must have if you are playing green. I don't think there has ever been a recent competitive Standard deck running green and not having Tracker at least in the sideboard. It won't lost significant value after it rotates because it is played in other formats.
Dynavolt Tower is a card for control decks, not aggro. It needs a deck that runs a lot of instants and sorceries.
If you are cutting blue to add black then you are playing Jund instead of Temur. The shard colors (Jund, Bant, Grixis, Naya, Esper) are not good right now, especially in an aggro shell, because you can play only one type of fastland. Not to mention you need to run plenty of artifacts to trigger Unlicensed Disintegration, and that would almost require you to build your deck almost completely from scratch.
I haven't found Solemnity to be that bad. I did lose the one game my opponent slammed it turn 3 (me on the draw) but it was still a fairly close game. Our creatures are mostly ok-ish without energy. If you're on the Pummeler plan then pump + fling can still do huge chunks of damage even without access to energy. Rhonas, Tracker, and Glorybringer are still strong without energy. Shutting down Harnessed Lightning does hurt but it's not the end of the world.
Solemnity is also quite bad of the top later in the game. If you compare it to the effects of Rest In Peace against Dredge it comes up short as a hoser. I can see Solemnity leading to some game losses but I don't think it makes whole archetypes unplayable.
For the more traditional grind-fest midrange versions of the deck what has been your plan for monument? I've been struggling hard core with this match-up and I'm really not sure how to approach it.
Their stuff mostly dies to Sweltering Suns, although I don't know if that's enough to turn the whole matchup around. Ditto with Abrade. They are super weak to mega-Pummeler action but a transformative sideboard might be a little too spicy.
How interested are we in the deserts? A little bit of reach or an emergency pump spell both seem good and it looks like the only cost is making Game Trail a little worse. Has anybody done the math on how many basics you need for Game Trail to be good?
i'm planning to do an G/R monsters or G/R pummeler deck with a transformative sideboard. How does Majestic Myriarch and Ambuscade fare with either decks?
Majestic Myriarch is actual just nonsense in the standard format. People play removal spells and sweepers. I refuse to pay 5 mana for something that can easily be as small as a 1/1 (sorry, a 2/2).
A good fight spell is always possible for standard. However, I think the bar is that the spell must be very cheap -- think Hunt the Hunter -- so if you get blown out by removal it's not a loss of two cards and a bunch of mana (rather: just two cards).
i'm planning to do an G/R monsters or G/R pummeler deck with a transformative sideboard. How does Majestic Myriarch and Ambuscade fare with either decks?
If you want a fight effect you probably want Nature's Way. Usually you only want a fight effect if you're in mono-green or you have lifelink shenanigans going on, though. Harnessed Lightning and Abrade are the two mana removal spells of choice, IMO.
If you were to go with a Jund Energy deck, Would Ammit Eternal be a card to consider?
I think it is.
I've gotten only a few reps in with it but it's big, dumb, and attacks well.
It plays well with Rhonas and Khenra Charioteer and doesn't require a huge investment.
Like Lathnu Hellion, it gets worse as the game goes long. Because it doesn't require a huge black investment, it's easy to keep your black splash light.
This is what I currently have drafted.
The mana base is questionable as well as some of the numbers but it is a framework that is worth investigating:
this is a nice deck but IMO i think i would cut two harnessed lightnings with two abrades for those vehicles and monuments. what's the SB like?
You can kill Heart fairly easily with H. Lightning. You can go through Monument with trample. Sometimes with little midrange/big aggro decks the goal should be to ignore what your opponent is doing and try and do what you're doing faster and with gr8 amounts of damage -- this is what we're playing towards.
I have no idea what the SB is like -- presumably RG standbyes with a few black cards like The Scorpion God.
On the play for game 2 I think I sided in 2 Abrade and 2 Magma Spray plus 2 Heroic Intervention in case of Fumigate. Got wrecked by Thalia + Gideon (it turns out Glorybringers that come in tapped are kinda bad at killing Gideons). On the draw I would've brought in all 4 Magma Sprays, but didn't want to remove too many of my threats. I took out Chandras, Charioteers and Rampagers.
I like leaving in Rampagers since they are pretty big tempo plays on turns 3-4. They don't trade with Inspectors or Ally Tokens or any of their possible two drops other than Heart. And if theyre activating Heart to block you can usually blow them out with your mana advantage.
Hi, I recently decided to pick up RG Pummeler again after seeing the Amsterdam/Manila lists, but I still need a little help to tune the deck. This is what I'm playing currently:
What would you suggest against a meta like this: Temur Energy, Zombies, Control (Grixis, UR, 4-Color), Monument and some Metalwork Colossus. I've seen the "Midrange" Package with Trackers, but I don't have them and I don't know if it's too late to buy them rotating soon. Any help appreciated.
In the MB, I think you need greater density of pump spells if Combo is still a wincon. I would consider putting 3-4 larger than life in the MB, cutting one land, one harnessed lightning and one fling.
In the SB, I would cut the Manglehorn, Heroic Intervention and one Harnessed Lightning. I would add three Abrade for artifact destruction and two Sweltering Suns as sweepers for Zombies.
Hi, I recently decided to pick up RG Pummeler again after seeing the Amsterdam/Manila lists, but I still need a little help to tune the deck. This is what I'm playing currently:
What would you suggest against a meta like this: Temur Energy, Zombies, Control (Grixis, UR, 4-Color), Monument and some Metalwork Colossus. I've seen the "Midrange" Package with Trackers, but I don't have them and I don't know if it's too late to buy them rotating soon. Any help appreciated.
Remove one Forest and one Fling for two Abrades or remove another Harnessed Lightning for three Abrades. Trackers are good for grindy matchups but you can be all set up with just the Prowling Serpopards. Also replace the Sheltered Thickets. cycling is only good if you're planning to go long with games and with this kind of deck you want to go fast. Since you want to go fast, you can't have a land entering tapped because that will mess up your curve.
Remove the Harnessed Lightning from your SB. Replace it with Appetite for the Unnatural for Cast Out or Solemnity if you know someone is running them, or another Magma Spray.
I asked this same question. Trackers are decent 2x of main deck, if you face alot of aggro they are garbage.
But against mirror, control and other midrange they shine.
They can be also be SB material. I would not run them as a 4x!
Personally took out all 4 whirlers.
Main deck is 3 glorybringer, 2x baral's and 2x censor which has been doing well for now.
personally, the only stand-out card for me is Crash Through, which is a Sorcery for R that grants all creatures you control trample and then draw a card.
could help when going against board stalls or dealing last points of damage through defenders.
allows for huge Longtusk Cubs, Tireless Trackers, Bristling Hydras, and Glorybringers to get past chump blockers.
It may only be a SB switch from dissenters and manglehorn.
Was not a great set for Temur overall.
3 Servant of the Conduit
4 Voltaic Brawler
4 Electrostatic Pummeler
4 Bristling Hydra
2 Glorybringer
Spells (18)
4 Attune with Aether
4 Blossoming Defense
2 Fling
2 Harnessed Lightning
4 Invigorated Rampage
2 Larger Than Life
4 Aether Hub
7 Forest
4 Game Trail
3 Mountain
3 Sheltered Thicket
2 Magma Spray
2 Harnessed Lightning
2 Manglehorn
2 Prowling Serpopard
3 Tireless Tracker
2 Glorybringer
2 Chandra, Torch of Defiance
2 Lifecrafter's Bestiary
(one deck had 22 lands and one glorybringer, while the sideboards differed in the chandra/bestiary slot)
I ran it through a friendly league to a pretty easy 5-0, 10-2 in games. Early pressure, random combo kill, and good late game cards all feel pretty good.
Tireless Tracker is a must have if you are playing green. I don't think there has ever been a recent competitive Standard deck running green and not having Tracker at least in the sideboard. It won't lost significant value after it rotates because it is played in other formats.
Dynavolt Tower is a card for control decks, not aggro. It needs a deck that runs a lot of instants and sorceries.
If you are cutting blue to add black then you are playing Jund instead of Temur. The shard colors (Jund, Bant, Grixis, Naya, Esper) are not good right now, especially in an aggro shell, because you can play only one type of fastland. Not to mention you need to run plenty of artifacts to trigger Unlicensed Disintegration, and that would almost require you to build your deck almost completely from scratch.
Solemnity is also quite bad of the top later in the game. If you compare it to the effects of Rest In Peace against Dredge it comes up short as a hoser. I can see Solemnity leading to some game losses but I don't think it makes whole archetypes unplayable.
How interested are we in the deserts? A little bit of reach or an emergency pump spell both seem good and it looks like the only cost is making Game Trail a little worse. Has anybody done the math on how many basics you need for Game Trail to be good?
1/1(sorry, a 2/2).A good fight spell is always possible for standard. However, I think the bar is that the spell must be very cheap -- think Hunt the Hunter -- so if you get blown out by removal it's not a loss of two cards and a bunch of mana (rather: just two cards).
I play this list but run x3 Hazoret/1 Chandra, Torch of Defiance main instead of Heart of Kiran.
That aside, Resilient Khenra seems decent - especially alongside Voltaic Brawler. A possible 6/5 trample 3rd turn attacking seems decent.
If you want a fight effect you probably want Nature's Way. Usually you only want a fight effect if you're in mono-green or you have lifelink shenanigans going on, though. Harnessed Lightning and Abrade are the two mana removal spells of choice, IMO.
Standard Decks:
Dinosaurs
Aggro Retired
Aggro Retired
Tokens Retired
Temur White Retired
Dragons Retired
Monsters Retired
Aggro Retired
Midrange Retired
Zombies Retired
I think it is.
I've gotten only a few reps in with it but it's big, dumb, and attacks well.
It plays well with Rhonas and Khenra Charioteer and doesn't require a huge investment.
Like Lathnu Hellion, it gets worse as the game goes long. Because it doesn't require a huge black investment, it's easy to keep your black splash light.
This is what I currently have drafted.
The mana base is questionable as well as some of the numbers but it is a framework that is worth investigating:
4x Servant of the Conduit
4x Sylvan Advocate
2x Rhonas the Indomitable
2x Khenra Charioteer
4x Ammit Eternal
4x Bristling Hydra
3x Glorybringer
4x Harnessed Lightning
4x Cut // Ribbons
4x Game Trail
4x Aether Hub
4x Blooming Marsh
3x Forest
4x Mountain
1x Swamp
1x Smoldering Marsh
3 Bloodrage Brawler
2 Glorybringer
4 Noose Constrictor
4 Honored Hydra
3 Hazoret the Fervent
3 Rhonas the Indomitable
4 Fiery Temper
3 Abrade
4 Cathartic Reunion
3 Traverse the Ulvenwald
4 Game Trail
3 Cinder Glade
7 Forest
7 Mountain
1 Glorybringer
3 Prowling Serpopard
1 Abrade
2 Hour of Devastation
4 Sweltering Suns
this is a nice deck but IMO i think i would cut two harnessed lightnings with two abrades for those vehicles and monuments. what's the SB like?
You can kill Heart fairly easily with H. Lightning. You can go through Monument with trample. Sometimes with little midrange/big aggro decks the goal should be to ignore what your opponent is doing and try and do what you're doing faster and with gr8 amounts of damage -- this is what we're playing towards.
I have no idea what the SB is like -- presumably RG standbyes with a few black cards like The Scorpion God.
I like leaving in Rampagers since they are pretty big tempo plays on turns 3-4. They don't trade with Inspectors or Ally Tokens or any of their possible two drops other than Heart. And if theyre activating Heart to block you can usually blow them out with your mana advantage.
This is what my sideboard looks like right now:
What would you suggest against a meta like this: Temur Energy, Zombies, Control (Grixis, UR, 4-Color), Monument and some Metalwork Colossus. I've seen the "Midrange" Package with Trackers, but I don't have them and I don't know if it's too late to buy them rotating soon. Any help appreciated.
In the SB, I would cut the Manglehorn, Heroic Intervention and one Harnessed Lightning. I would add three Abrade for artifact destruction and two Sweltering Suns as sweepers for Zombies.
Remove one Forest and one Fling for two Abrades or remove another Harnessed Lightning for three Abrades. Trackers are good for grindy matchups but you can be all set up with just the Prowling Serpopards. Also replace the Sheltered Thickets. cycling is only good if you're planning to go long with games and with this kind of deck you want to go fast. Since you want to go fast, you can't have a land entering tapped because that will mess up your curve.
Remove the Harnessed Lightning from your SB. Replace it with Appetite for the Unnatural for Cast Out or Solemnity if you know someone is running them, or another Magma Spray.