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This Temur Energy deck is similar to the one you would see in the Meta but different in it's own way.

The cards that make this homebrew deck different is the following combo of Combat Celebrant and Lightning Runner, with Heroic Intervention to protect the whole thing.

What you need to get this deck going for the Multi-Combat combo is a minimum of 10 Energy, have Combat Celebrant on the battlefield(Also preferably a few other creatures to attack with) and have enough Mana to cast Lightning Runner + Heroic Intervention when you start your turn. With 10 Energy you can do a minimum of 6 Combat phase, more if you gain more Energy with other creatures like Longtusk Cub and Empyreal Voyager.

Then you follow this order to get the combo going:

  • 1st Main phase

1-Cast Lightning Runner;

2-Cast Heroic Intervention;

  • Combat Phase (1)

1-Declare combat, tap all creatures;

2-Exert Combat Celebrant(Untap all other creatures you control);

3-Collect the 2 Energy gain by attacking from Lightning Runner;

4-Move to blocking step and resolve combat damage step;

5-Collect any amount of Energy gain from dealing combat damage to a player from Longtusk Cub and Empyreal Voyager if they were on your board;

6-Move to the new additionnal combat phase gained by Combat Celebrant;

  • Combat Phase (2)

1-Declare combat, tap all creatures;

2-Collect the 2 Energy gain by attacking from Lightning Runner;

3-Pay 8 Energy to Lightning Runner ability(Untap all creatures you control);

4-Move to blocking step and resolve combat damage step;

5-Collect any amount of Energy gain from dealing combat damage to a player from Longtusk Cub and Empyreal Voyager if they were on your board;

6-Move to the new additionnal combat phase gained by Lightning Runner;

  • Combat Phase (3)(5)+

Follow the step of the first combat phase which you Exert Combat Celebrant to gain your additionnal combat phase;

  • Combat Phase (4)(6)+

Follow the step of the second combat phase which you pay 8 Energy to Lightning Runner to gain your additionnal combat phase.

Now you clearly see that depending on the amount of Energy you gain with each combat phase you could push this combo for multiple more additional combat phase until you either A)Kill your opponent or B)Ran out of Energy to be able to pay the 8 cost from Lightning Runner. Just make sure you keep going with Combat Celebrant for one turn then Lightning Runner the other turn back and forth.

Basically by having Indestructible to all your permanents, every combat phase you won't have any creature die but your opponents creature will be dying or have their toughness go lower and lower with every combat phase until they die, which will make them wide open to get all the damage through.

If you can pull the combo off you automatically Win the game unless the opponent play a 'Exile' boardwipe only, a destroy would not work as you have Indestructible and the Hexproof protect you from single targeting spells.

Hopefully you enjoy playing this deck as much as I do with friends or at your LGS on FNM or Standard Events.

Cheers!

Suggestions

Updates Add

The Ban hammer hit again.. instead of finding answer cards to Energy deck they ban a common and uncommon card that was somewhat important in most of Energy deck that use Green and some Blue. Attune with Aether and Rogue Refiner are now BAN and some change to the deck need to be done.

So I removed 4x Attune with Aether and 4x Rogue Refiner. Then to get some energy gain back and find a way to draw some cards, I added 3x Glimmer of Genius, then put back some cards to complete playsets on the mainboard. Shielded Aether Thief is also an option I considered to get a 0/4 blocker and be able to draw card with my energy pool.

Hopefully they won't ban more Energy cards until the fall rotation... but I won't be surprised..

Comments

Date added 7 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 2 Mythic Rares

8 - 4 Rares

23 - 7 Uncommons

8 - 2 Commons

Cards 60
Avg. CMC 2.89
Tokens Energy Reserve, Thopter 1/1 C
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