Hello.
What's up?
I love Temur.
I love Temur Emerge .
Premise: Play bodies that get you value when the CIP or when they die. Get value when you sac them to your emerge fatties.
Team East West Bowl Temur EmergeMagic OnlineOCTGN2ApprenticeBuy These Cards | ||
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Creature (24) 4 Jace, Vryn's Prodigy 4 Primal Druid 4 Matter Reshaper 3 Shaman of Forgotten Ways 1 Nissa, Vastwood Seer 4 Wretched Gryff 1 Lashweed Lurker 3 Elder Deep-Fiend Sorcery (4) 4 Gather the Pack | Instant (8) 4 Grapple with the Past 4 Kozilek's Return Land (24) 4 Yavimaya Coast 4 Shivan Reef 4 Sanctum of Ugin 4 Lumbering Falls 1 Woodland Stream 4 Forest 2 Island 1 Mountain | Sideboard (15) 4 Traverse the Ulvenwald 2 Noose Constrictor 2 Radiant Flames 2 Kiora, Master of the Depths 1 World Breaker 1 Emrakul, the Promised End 1 Eldrazi Obligator 1 Ishkanah, Grafwidow 1 Thought-Knot Seer |
CFB's Temur EmergeMagic OnlineOCTGN2ApprenticeBuy These Cards | ||
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Planeswalker (1) 1 Chandra, Flamecaller Creature (16) 3 Emrakul, the Promised End 3 Elder Deep-Fiend 1 Wretched Gryff 4 Gnarlwood Dryad 3 Pilgrim's Eye 2 Ishkanah, Grafwidow Sorcery (8) 4 Gather the Pack 4 Nissa's Pilgrimage | Instant (8) 4 Kozilek's Return 4 Grapple with the Past Artifact (2) 2 Corrupted Grafstone Enchantment (4) 4 Vessel of Nascency Land (21) 3 Shivan Reef 4 Yavimaya Coast 1 Mountain 3 Island 7 Forest 3 Game Trail | Sideboard (15) 2 Dispel 1 Coax from the Blind Eternities 2 Jace, Vryn's Prodigy 1 Den Protector 2 Fiery Impulse 2 Invasive Surgery 1 Summary Dismissal 1 Clip Wings 1 Negate 2 Shaman of Forgotten Ways |
I haven't had a ton of play with this deck but here's the immutables.
Get value off your Emerge guys. Don't skimp, you'll need them for humans.
Don't get caught with your pants down in the big midrange mirror. This gal gets you there.
Tap stuff, win midrange mirrors, be a faerie in general.
You like drawing cards? Meet new divination.
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Diregraf Ghoul, Graveyard Marshal, Death Baron ? Still need more playable Zombies with the Amonkhet ones leaving, but just saying.
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G Ramp; G Elves; GB Saporlings; W Knights; UR Wizards; R Goblins; B Artifacts?; B/x/x Lich Control; UW Control
It is a lot of cards to go through and honestly a LOT of the Legendary creatures are kinda expensive mana-wise.
I am not sure I like:
-Legendary Sorceries being so expensive mana-wise and still requiring a Legendary creature to be on the battlefield.
-Only a few of the Sagas look playable (White Knight, Black Destroy non-artifacts) having the effects slow roll off allows the opponent to plan for them and then having to sacrifice them after 3 lore counters feels bad.
-Power level still seems a little low, with too many spells trying to be like their old counterparts, but requiring harsh hoops to jump through.
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I agree, old art is way better.
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Banwise all of these make sense based off their reasoning and I would like see to where the format evolves. Does RG Pummler rise to take over the Energy mantle? Does UW Cycling or UB Control lock opponents out of their game for dominance? Does UW GPG and Scarab God force graveyard hate into every deck? Do any of the Ixalan tribes actually stand a chance against the evil remnants of Kaladesh and Ahmonket?
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