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I have been playing Temur Monsters for a few months now and love the deck, but I couldn't help but feel as thought the deck fell short at times. The deck was very consistent in turn outs at FNMs and tournaments. I at least went 2-2 with it every week. Despite the consistency, I felt as thought the deck always fell short of glory considering it only went 4-0 once. The reason behind these short commings is that the deck was too slow and I also ran out of gas at many points. Yes turn 3 Savage Knuckleblade for 4 is fast, but only having one solid threatening 2 drop known as Heir of the Wilds Just was not good enough.

Then came Fate Reforged and I get some really sweet cards that make this aggro deck possible. First of all Frost Walker is the unsung hero of this deck. People look away from this card because it forces you to sacrifice it when it becomes the target of a spell or ability. What people don't realize is that that is sooooooo freakin' sweet. Because of this ability burn decks cannot get life gain off of killing it while soulfire grandmaster is on the field. It also does not exile when targeted by any exile spell in standard. Your opponents do not want to waste their removal spell on it because of this ability and also it is a 4/1. Now because of the 4 power it makes ferocious live and ready to use on turn two. It also fuels Temur Ascendancy incredibly well. You are often times able to play it, draw a card because of it, and then play the card you just drew because of the generally low mana curve. The deck keeps fueling itself until your opponent is dead.

I also get to use the new and very sweet Shaman of the Great Hunt . This is the card that puts this deck over the top. What's better than having a lot of creatures? Having a hasty creature that makes those creature bigger and it also gives you card advantage, and it activates ferocious!!!!! It does everything you want and more. If your opponent lets this card stay out on the field for more than 3 turns it will win the game for you, and if it doesn't then it will fuel your powerful gravy train of creatures ready to smash face. He synergies so well with the rest of the deck that it is absolutely disgusting. Most people don't want to block Heir so it gets through, and guess what it gets bigger. Frost walker will kill Courser so they let it trough and then it becomes a 5/2. Savage Knuckleblade gets through like it often times does because of its ability to pump, so it gets bigger. Stormbreath Dragon almost always gets through so you know it's going to get bigger. This card is disgustingly good for aggro.

Let me know what you guys think of this deck and possibly try it out for yourself and see if it goes well for you. Be sure to let me know how you do. If you guys have any questions or suggestions about and for the deck let me know!!!!

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This deck played very well at this FNM.

Round 1: Temur Walkers. 2-0 Complete shutout. I was too fast and the guy was kind of inexperienced with the current standard. I won both games within 10 minutes.

Round 2: G/B Ramp. 2-1 Game 1: Loss. He got hornet queen out on turn 4 and I do terribly against that in the main. Game 2: Win. He mulled down to 4 and I had a decent curve. Game 3: Win. A game where we both were starving for mana but my burn spells left him with no mana dorks so I was able to get Ascendency out and just smash him over and over with my card draws.

Round 3: Abzan Midrange. 2-1 Game 1: Win. He used 2 Read the Bones off the bat and left himself wide open for the Temur beat down. He had one removal spell for a Knuckleblade, but it was no use. Game 2: Loss. I mulled to 6 while on the draw. He had a great curve and 2 Siege Rhinos that I didn't draw answers for. My board got fairly large, but he still got the win. Game 3: Win. It was a game of push and pull for the first 5 turns, but eventually the Temur Ascendancy made my board state too much for him to deal with. He got low on health and tried to play an Elspeth, but Stubborn Denial countered it for the win.

Round 4: G/R Ramp. Loss Game 1: Loss. He got way too big way too fast. That's just how it went. Game 2: Win. It was back and forth with answers for each other's threats, but he made a misplay and made it to where I had the exact amount of damage on the board to kill him. Game 3: Loss. Back and forth once again, but he ended up getting two Reverent Hunters that were big and I went defensive and lost.

Great Night of Magic, and I learned how to play agains ramp strategies much better.

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Date added 9 years
Last updated 9 years
Legality

This deck is not Standard legal.

Rarity (main - side)

11 - 2 Mythic Rares

26 - 0 Rares

15 - 11 Uncommons

2 - 2 Commons

Cards 60
Avg. CMC 3.08
Tokens Goblin 1/1 R, Morph 2/2 C
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