In playtest, this deck almost always win with a large number of big flying tokens, but games where I also get close to lose by selfmilling the entire deck are not rare.
The Temur version has a different approach and tries to abuse broken ways of card drawing, so I can always have lands in hand:
Both decks are really fun to play with, and i feel the Temur version is more straightforward. However, sometimes the Sultai deck seems to lack focus at times, and the Temur version seems a bit greedy. I really want the decks to have the "lands matter" archetype, and win through beating, in a "traditional" way. So guys, are there ways to tighten up both decks? Cards I'm missing here?
Thanks!
If decking becomes a legitimate threat you can always toss in a card like Elixir of Immortality.
Otherwise, the most glaring omission that I'm seeing is card draw. Burgeoning is great, but if you jam it on turn 1 and dump your lands into play by turn 2 then it (and every future copy) immediately loses all of its value. Don't get me wrong, that's still good, but you're not maximizing its potential impact on the game. Decks like these should field some form of mass card draw such as Mystic Remora, Windfall, Wheel of Fortune, Day's Undoing, Whispering Madness, Reforge the Soul, Recurring Insight, etc. to ensure that everyone is cycling into new hands. After all, your opponents won't be able to cast more 1-2 spells from their new grip whereas you'll be able to dump yours.
Don't play Explore. If you're going to field 8-10 Bouncelands stick with Summer Bloom. Blood Sun also works in Red versions of the deck. Your Bouncelands ETBU, tap for 2 mana, and don't bounce another land when you have one of those in play. It also cantrips and hoses opposing spell lands. That's the main thing that it offers over the alternatives; it's never a dead draw since it replaces itself.
The first version is Sultai, with a graveyard recursion sub-theme:
4x Coiling Oracle
1x Sakura-Tribe Elder
1x Scavenging Ooze
1x Ramunap Excavator
1x Courser of Kruphix
1x Eternal Witness
1x Stinkweed Imp
4x World Shaper
1x Sidisi, Brood Tyrant
1x Wonder
2x Tatyova, Benthic Druid
2x The Gitrog Monster
1x Titania, Protector of Argoth
1x Havengul Lich
1x Genesis
1x Rampaging Baloths
1x Primeval Titan
1x Bane of Progress
1x Muldrotha, the Gravetide
1x Avenger of Zendikar
4x Burgeoning
1x Splendid Reclamation
1x Life from the Loam
Lands (26)
4x Evolving Wilds
4x Simic Growth Chamber
4x Golgari Rot Farm
2x Dimir Aqueduct
1x High Market
11x Basics
In playtest, this deck almost always win with a large number of big flying tokens, but games where I also get close to lose by selfmilling the entire deck are not rare.
The Temur version has a different approach and tries to abuse broken ways of card drawing, so I can always have lands in hand:
4x Coiling Oracle
1x Sakura-Tribe Elder
1x Scavening Ooze
1x Courser of Kruphix
1x Skullwinder
1x Farhaven Elf
2x Mina and Denn, Wildborn
1x Temur Sabertooth
3x Tatyova, Benthic Druid
1x Thragtusk
2x Rampaging Baloths
1x Consecrated Sphinx
1x Primeval Titan
1x Bane of Progress
1x The Locust God
1x Prime Speaker Zegana
1x Avenger of Zendikar
1x Omnath, Locus of Rage
4x Burgeoning
4x Explore
1x Recurring Insight
Lands (26)
4x Simic Growth Chamber
4x Gruul Turf
2x Izzet Boilerworks
1x Kessig Wolf Run
4x Yavimaya Coast
2x Temple of Mystery
9x Basics
Both decks are really fun to play with, and i feel the Temur version is more straightforward. However, sometimes the Sultai deck seems to lack focus at times, and the Temur version seems a bit greedy. I really want the decks to have the "lands matter" archetype, and win through beating, in a "traditional" way. So guys, are there ways to tighten up both decks? Cards I'm missing here?
Thanks!
Otherwise, the most glaring omission that I'm seeing is card draw. Burgeoning is great, but if you jam it on turn 1 and dump your lands into play by turn 2 then it (and every future copy) immediately loses all of its value. Don't get me wrong, that's still good, but you're not maximizing its potential impact on the game. Decks like these should field some form of mass card draw such as Mystic Remora, Windfall, Wheel of Fortune, Day's Undoing, Whispering Madness, Reforge the Soul, Recurring Insight, etc. to ensure that everyone is cycling into new hands. After all, your opponents won't be able to cast more 1-2 spells from their new grip whereas you'll be able to dump yours.
Don't play Explore. If you're going to field 8-10 Bouncelands stick with Summer Bloom. Blood Sun also works in Red versions of the deck. Your Bouncelands ETBU, tap for 2 mana, and don't bounce another land when you have one of those in play. It also cantrips and hoses opposing spell lands. That's the main thing that it offers over the alternatives; it's never a dead draw since it replaces itself.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
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