Pack #59: Magic Origins, featuring Sword of the Animist

Mad Blue (Part 2)

 

(Continued from here)

The plan that I have for my Temur Commander deck is to play lots of chaotic cards like Grip of Chaos and Shared Fate to mess around with everybody’s planned courses of action and prove to Kira that blue isn’t always as calculating as she think it is (and that, Counterspell’s aside, it can actually be fun). The thing about such a plan is I’d then have to rely on spells that have really high mana costs, so I have to figure out a way of surviving the first few turns by slowing my opponents down.

Then again, I realized that I don’t always have to slow them down if I can speed myself up –after all, green is part of the Temur palette, so I might as well take advantage of it by playing lots of mana ramp. Typically, you’d want cards that not only searches for lands from the library, but also immediately bring them out onto the battlefield. I’d much prefer sorceries to do this for me because they are more mana-efficient, but Sword of the Animist would also be a good addition since it’s a repeatable source of extra land drops.

This would mean that I’ll have to play more basic lands in the deck, which is not easy to do since I rely so much on non-basic lands for utility (ex. Halimar Depths) and consistency (ex. “shock lands” like Steam Vents). Then again, that decision wouldn’t be so hard to make in the next few months, considering the return of full-art lands in Battle for Zendikar.

(To be continued)

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