Hey everyone, I'm looking for some feedback on this brew of mine.
Main idea is to take advantage of
Wilderness Reclamation
to build up a large manapool for
Expansion / Explosion
. So the core of the deck is 4x
Wilderness Reclamation
and 3x
Expansion / Explosion
.
Here are my card choices with thoughts behind them:
Since we are in Temur, turbofog shell felt kind of natural, so 4x
Root Snare
, 4x
Pause for Reflection
.
The new enchantment also allows to make good use of of 2x
Search for Azcanta
, but I didn't want to go as heavy as 3 copies, since it's more of a card advantage engine, rather than a core engine as it is in Bant turbofog.
3x
Chemister's Insight
felt very natural. I also went for 4x
Discovery / Dispersal
as it digs 3 cards deep (important for a combo deck like this) and it's a 2-drop, which we don't have many of (it also adds another sorcery for
The Mirari Conjecture
, which I'll cover below).
2x
Lava Coil
to combat creature-based decks and 4x
Ionize
for general protection, also lowers opponent's life total, which sometimes allows us to kill them 1 land drop earlier.
2x
The Mirari Conjecture
- great value engine. Allows to get an additional fog,
Discovery / Dispersal
and 3rd chapter doubling up on Explosion seals the game, which at first felt like overkill, but after some testing I found out that it made turn 7-8 kills possible and pretty consistent actually. But I have to admit I'm hugely biased towards this card, just a big fan of it. Maybe something better has a place in the deck instead.
Last, 4x
Gift of Paradise
and here is my biggest concern. We certainly need ramp, as each ramp spell brings us 1 turn closer to victory, but I'm not sure what to go for: Gift or
Growth Spiral
. I don't feel like I have space to put in both, so let me list each card's pros and cons as I see them and maybe you guys can find some more reasoning towards one or the other:
Gift of Paradise
:
-
(+) Guaranteed to ramp (unless destroyed, but we have much more removal-attractive enchantments);
-
(+) Gains some life (we don't have many ways to deal with straight-up burn decks);
-
(+?) Makes casting Dispersal possible, which sometimes might matter.
-
(-) Competes in the 3-drop slot with instants
Ionize
and
Pause for Reflection
-
(-) Sorcery speed makes it awkward with
Wilderness Reclamation
in the early game, while you can sink mana into the Spiral at any time.
Growth Spiral
:
-
(+) Can cast as early as turn 2, makes land-heavy starting hands keepable;
-
(+) Cycles;
-
(+) Affected by 1st AND 3rd chapters of the saga;
-
(-) Not guaranteed to ramp
-
(-) Competes in the 2-drop slot with sorcery-speed stuff.
And finally, manabase. My experience in deckbuilding is very limited, so land composition is my biggest weakness. I felt like 24 with the ramp we have is ok, so just jammed all the shock and check lands there are. Perhaps it makes sense to replace something with basics?
Moving on to sideboard:
3x
Fiery Cannonade
against aggressive creature decks, 2x
Star of Extinction
against midrange creature-based and planeswalker-heavy decks.
2x
Karn, Scion of Urza
, 2x
Ral, Izzet Viceroy
, 4x
Negate
and 2x
Carnage Tyrant
against control decks.
No idea what to do with the sideboard. Figured green allows to play Carny T and blue counterspells.
So yeah, the deck should perform well against creature-reliant strategies. Probably don't have good chances in a monored match, but you can't win them all.
Please, if you have any suggestions, leave them in the comments. Thanks!