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Maybeboard

Sorcery (1)


I have wanted temur ramp to work ever since last set, and now that we have some tasty new simic and gruul cards, I wanted to try building it! So it's based around getting lands out with Growth Spiral and Circuitous Route fast, and ramping any lands we have out with Gift of Paradise . The payoffs are Pelakka Wurm and the new Hydroid Krasis , which both give us lifegain and card draw to help us against stabilize against aggro and get ahead on resources against midrange and control. The rest of the cards are there to help us get there, and to make sure we have a commanding board presence when we do get there. Star of Extinction to wipe boards that get out of our control and help deal with planeswalkers if necessary (land destruction ain't bad either), Sinister Sabotage and Syncopate to counter our way through things we don't want resolving, Regenesis to buy back our big dudes in case they do end up getting removed or countered, and Chemister's Insight to draw into answers and threats alike.

In the sideboard, there's Rhythm of the Wild to help get immediate value out of my creatures and also help them resolve against control. Speaking of control, Expansion / Explosion is great in counter wars, as well as as an alternate finisher should I need it. Fight with Fire is nice to have against the lyras and niv-mizzets of the format, and can be kicked with relative ease given how much ramp we have. Lava Coil is good early removal against aggressive decks and helps keep recursive graveyard threats down. Finally Fiery Cannonade is there in case token strategies end up being prevalent (and I think they will, at least at the start), and against low to the ground aggro decks.

I know it probably won't be good, but I kinda want to see how Mass Manipulation fares in this deck because it looks so sweet but also so expensive.

Thanks for taking a look at the deck, if you have any suggestions leave a comment! (I could definitely use suggestions for the mana base, as I have no idea what I'm doing when it comes to those tbh, but because red is a light splash I think it'll be ok especially with the help of Circuitous Route and Gift of Paradise to help fix colors.)

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Thanks to some suggestions from Trencherman and realizing the the 4 drop slot is a pretty important part of my curve, making sure I have 8 turn two ramp sources to get there was important, so dropping the Gift of Paradise for Incubation Druid gets me the extra source of ramp I need, while also helping with fixing of colors like the gifts were doing. Depending on how the meta shakes out, I could swap them out for Druid of the Cowl if the extra +1/+1 in stats are more relevant than another late game mana sink/better fixing offered by the incubation druid.

To get more payoffs for said ramp, I also cut the Regenesis as it wasn't doing a whole lot I found when I had it, and one Sinister Sabotage to make room for 3 Frilled Mystic, another great 4 drop that I want to ramp into, that can counter important cards depending on the matchup, and block early aggression should I need it.

In the sideboard I cut the Fiery Cannonades because now I have more early game blocker options against token strategies, and more early interaction against them with the counterspells I already had, as well as the Frilled Mystics. I replaced them with extra counters in the form of the missing 4th copy of Mystic and Sabotage from my main board, and another copy of Fight with Fire to help me take out creatures like Lyra or Niv, and provide a lot of damage at 9 mana should I need it.

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Top Ranked
  • Achieved #47 position overall 5 years ago
Date added 5 years
Last updated 5 years
Legality

This deck is not Standard legal.

Rarity (main - side)

7 - 0 Mythic Rares

21 - 4 Rares

13 - 11 Uncommons

13 - 0 Commons

Cards 60
Avg. CMC 3.57
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