This is my new and improved Temur Midrange Living Lore deck based on my previous brew:
Standard* usurphling
SCORE: 22 |
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It was sad that I lost some good ramp spells like Sylvan Caryatid, Elvish Mystic and Courser of Kruphix to support my big spells. Also, I lost Satyr Wayfinder to put my stuffs in the graveyard and pick up lands. I lost Oracle of Bones too as another way to cheat my spells. However, there was some good replacements to cope up with this drastic change in standard. Same concept, different path.
So what's so special with Living Lore and I love to brew around it? Living Lore has interesting abilities and interactions in the game. It can cheat big spells as long as they are in the graveyard. It can cast spells at anytime as long as it meets its conditions. It can cast your spells more than once (with the right combination of cards). All you need to do is deal combat damage, yes, you don't need to deal it with a player. So lets say you're dealing with a creature that has bigger P/T than you or with deathtouch, you can sacrifice Living Lore before it dies and cast its spell. Plus, you will get a big creature fighting alongside carrying a big spell bomb. An underused and underestimated card in standard today.
So, Living Lore is recommended to have big instant or sorcery spells in the graveyard. Why did I choose these spells in Temur Colors:
Shamanic Revelation - card advantage and great life gain if you have the big guys.
Chandra's Ignition - potential boardwipe and a finisher. Imagine casting it to a 9/9 Living Lore and finish the game.
See the Unwritten - calls up our big guys and overrun our enemies. With Living Lore, you can target this spell as it resolves and hits the graveyard. Then you can cast it again when Living Lore deals combat damage.
Volcanic Vision - very good comeback spell to do a boardwipe against swarms of creatures. Even Dragons and Khans of Tarkir are afraid with this lol.
Treasure Cruise - nuff said!
The Great Aurora - this card is sweet! It can make or break the game for both players. In my experience, I always get the advantage of this card screwing midrange and control decks and casting my savage knuckleblades with haste and win the game. If everything falls apart against your favor just press this button!
Talent of the Telepath - so this is my current replacement for Oracle of Bones and surprisingly it does well in some of my simulations. Aside from milling your opponents, it steals some vital spells for most aggro spells and some control spells. If I follow the current metagame, you can potentially steal some of the breakthrough spells like:
The DTK commands (Dromoka's Command, Ojutai's Command, etc.)
- The charms (Abzan Charm, Jeskai Charm, etc.)
- Treasure Cruise and Dig Through Time
- Languish and Crux of Fate (specially when you're behind)
- Crackling Doom, Valorous Stance, Murderous Cut, Ruinous Path...
...and the list goes on and on and you can also cast this with Living Lore many times.
The rest of the cards are almost the same as what I had last standard season with some innovations:
Jaddi Offshoot - early game defense and some decent life gain.
Roast - tired of pesky Siege Rhinos and some small creatures? This supports Jaddi Offshoot early game.
Rattleclaw Mystic and Whisperer of the Wilds - basically ramp (too bad they're not Sylvan Caryatids but its still good)
Jace, Vryn's Prodigy
- although its so expensive in standard today as of this writing, I can't resist to bring him here even in 2 copies only. He is a very good graveyard enabler and very good provider for Living Lore [by discarding your big spells].
Scout the Borders and Gather the Pack - my graveyard enablers for Jace and Living Lore although I love Satyr Wayfinder more than these two spells...at least its still useful.
Savage Knuckleblade - still your best tempo card for any temur decks
Reclaim - if in case you drop a card that you need in the graveyard, you can always bring it back on the top of your library
Dragonlord Atarka - she is still a force to deal with this deck. With or without Chandra's Ignition she will close the game for you.
Surrak, the Hunt Caller (new) - a nice addition to the team that gives one of my guys haste. With Living Lore, you can cast your spell immediately as it resolves.
Oblivion Sower (new) - why not? There are situations you need extra lands to cast our big spells next turn; that's why its here in our team.
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For now, I'm still working on my sideboards for this deck. As always, a +1, comments, suggestions, criticisms and reviews will be appreciated. I am also thinking of using this deck on gameday.
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Also don't forget to check my another brew:
Standard* usurphling
SCORE: 22 |
33 COMMENTS |
7108 VIEWS
| IN 8 FOLDERS