Today we have my take on SaffronOlive's Bant Turbo Turns deck he made for his Budget Magic column. I wanted to make it a little more viable in your average meta, so I added some cards that weren't in the original because of pricing. Let's start with the creatures!
-Creatures -
Embodiment of Spring
- What can be said about this guy except that he provides a way to fix my mana early if I don't draw one of the better cards. I'm only running two because it isn't good enough to take any more spots than that.
Rattleclaw Mystic - This guy is awesome in this deck, despite not being able to tap for our third color. He can come down on turn two or three, and can alternate between ramping and having an early two power attacker. The full four is vital to the consistency of the deck.
Nissa, Vastwood Seer
- She is a powerhouse, plain and simple. She may only be able to fetch forests, but being able to flip her as early as turn four, and immediately helping with the ramp or the beatdown is amazing. Running into too many and having no more forests to grab is the only reason I'm not running more than two.
Ulamog, the Ceaseless Hunger - This guy is a sweet curve topper against most decks, and acting as removal even if he dies right away or gets countered is helpful, but not enough to want more than one.
-Planeswalkers-
Narset Transcendent - Narset is amazing for this deck, and one of the reasons I kept it three color rather than just moving to UG. She can help with card advantage, she can rebound most of this deck, and if you can get her to ult, then there is almost no way to stop you. One in the main because she is too slow against aggro.
Ugin, the Spirit Dragon - What can be said about Ugin that hasn't already. He wins games, plain and simple(especially on turn five). Atarka Red can't deal with him well, Aristocrats, Abzan, and most Jeskai builds have a hard time with him, and if I can stick him against control, I am already in good shape. Two in the main is right about where I want to be to keep the curve balanced.
-Artifacts, Instants, and Sorceries-
Hedron Archive - This card can serve as ramp or card advantage, depending on what you need at the moment, but since it only produces colorless, two is a solid number.
Dig Through Time - This card is fantastic at finding me just what I need, right when I need it. And seeing as it most of my cards are non-permanent, casting it is easy. I only want three because the other delve spell I have needs some graveyard love too.
Temporal Trespass - The other delve spell. Taking extra turns is the name of the game(literally), and this card can do that for as little as three mana. I am only running three because despite having delve, it is an eleven drop.
Part the Waterveil - The most consistent win-con of the deck. Casting this with awaken on turn five is generally good enough to win, especially if I can back it up with another turn or some removal. The full four because it is the staple of the deck.
Explosive Vegetation
- This card is a great draw most of the time, because of all the things this deck can do with it's mana. All four because I need to consistently get this on turn three to be in the best spot.
Nissa's Renewal - I loved this card as soon as I saw it spoiled, and it hasn't let me down in this deck. The seven life is usually enough to completely blank all of the work aggro decks put in against you by the time you cast it(which is pretty consistently turn four in those matchups). The full four to get that last bit of ramp needed.
Planar Outburst - This card is how we can compete. Wiping everything except our finishers is backbreaking, and it can be cast with Awaken to be a finisher. The playset for consistency purposes.
The sideboard is just a rough draft, so I would love some help with it, as well as help with the main deck if you have any suggestions! I will be posting updates as I get the chance to use the deck more, and in the mean time, if you like what you see, comment and upvote!