Curve:
0: 26
1: 20
2: 14
Trevor Holmes (of Modern Nexus) did a long work-up on the deck (http://modernnexus.com/evolving-temur-prowess/), came to some interesting conclusions. He suggested that the deck wants 3.5 snapcasters, which I generally agree with, based on my limited experience. Three snapcasters feels light on value, four snapcasters feels curve-clogging, so we're in a tough spot on this particular question. He also suggested that the deck needs 18 creatures (probably to maintain sufficient threat density against midrange/control/grindy attrition decks). This begs some fundamental questions:
- If we're going to run more than 16 creatures, what should the 17th or 18th creatures be?
- The deck relies on prowess (fundamentally, its a "grow" tempo deck) and therefore functions well on sorcery speed. Like every other tempo deck, it would benefit from good EARLY threats. We don't run enough instants/sorceries to run Delver. What other 1-drop options are there?
Grim Lavamancer, Goblin Guide, Kird Ape, Noble Hierarch, Vexing Devil, Cosi's Trickster(?), Experiment One(?), Gladecover Scout(?)
Holmes recommended Goblin Guide, which is what I'm currently running, but I'm wondering if Vexing Devil wouldn't be a better fit?
Otherwise, I've been super impressed by Rancor, and equally unimpressed with Izzet Charm. Maindeck list reflects the corresponding subsitutions.
I'm betting this deck makes Tier 2 by the next pro tour.
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