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Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia
Temur Prowess Burn


//Lands

4x Cinder Glade
4x Island
6x Mountain
4x Shivan Reef
4x Wandering Fumarole

//Spells

4x Atarka's Command
4x Fiery Impulse
4x Fiery Temper
4x Lightning Axe
4x Geistblast
4x Tormenting Voice

//Creatures

4x Sin Prodder
4x Stormchaser Mage
4x Thing in the Ice

Planeswalkers

2x Chandra, Flamecaller

//Sideboard

4x Dual Shot
4x Roast
1x Volcanic Upheaval
2x Titan's Strength
3x Exquisite Firecraft
1x Negate

The deck is still in an early shell right now (since Tappedout still does not have all the Shadows over Innistrad Cards in place yet), but the general theme of this deck is to do one of four things:

1. Transform a Thing in the Ice. By the time the Awoken Horror flips, the opponent should have already lost enough life to close out in one or two swings.

2. Beef up Stormchaser Mage enough to strike with heavy prowess enabled strikes (Atarka's Command works well there, in a good set up, thats six damage). Having an evasive prowess creature rocks!

3. Wait out long enough for Chandra.

4. If all else fails, burn them in the face!

I'm still trying to sort out my lands. I'll only ever really need one green to fire off the command, otherwise I'd run more mountains and islands. Wandering Fumarole is alright, but quickly loses out later game and I'm hesitant to rely on the pain lands for a burn deck.

The side board needs work. The Roasts are there to counter eldrazi and the twin bolt is if aggressive decks or token decks come into play. Volcanic Upheaval for if I encounter decks working off some of the special lands (like the new abbey or Mirrorpool). titan's strength if I need to play more prowess style, exquisite firecraft if I need to play more burn and negate for a mirror. Thats the bare bones, but I need to tweak it.

For the main deck, I'm torn about what to cut and trim. The Lightning Axes and Tormenting Voices are fantastic enablers for Geistblast and Fiery Temper (which also lets me get two counters off a Thing, or get +2/+2 for the Mage). I tried Avacyn's Judgement, but in my testing it under performed and for the Things and the Mage, you want more spells cast rather than well saturated spells. Sin Prodder is nice, since it enables card advantage while also holding a nice menaced body, I really don't mind losing it to blockers or cheaper removal, getting its effect once or twice is nice and if it can get through, more damage. Chandra is great, but I'm wondering if having her Origins variant would be better. I'm als orunning tests with Goblin Dark-Dwellers in her stead since they enable more spell interaction with the graveyard.

I tested Harness the storm and found it lacking. The geistblast I ended up firing off more often and getting more advantage off of (copying a spell was nice and I didn't have to spend a turn to set up the enchantment, being able to sac geistblast from the graveyard is super helpful). I tried Jori En in the Sin Prodder slot, but the prodders evasivness has been fairly handy so far in testing. The downside to everything is though, there is a lot of good removal right now (Deadweight, Grasp of Darkness, Bolder Salvo, Tar Snare, Reality Hemorrhage and more) that gan get either my Thing or my Sin Prodder.

This will be my first real constructed deck in a year, so getting back into the game, with all the quirks and jank!

Jimmy4400nav fucked around with this message at 07:59 on Mar 30, 2016

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Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia
Izzet Prowess

So I fiddled more with that burn deck, and like others pointed out, sadly Thing died too much before it could go off reliably and Geistblast was not as useful as I thought it would be. Pretty much what did the main body of work in the deck was Stormchaser Mage when it got pumped. So I've redone the shell to become more of a prowess deck.

Creature (15)

4x Abbot of Keral Keep
2x Elusive Spellfist
3x Insolent Neonate
4x Stormchaser Mage
2x Zada, Hedron Grinder

Instant (18)
2x Dispel
4x Expedite
2x Fiery Impulse
4x Fiery Temper
2x Just the Wind
4x Titan's Strength

Sorcery (8)
4x Slip Through Space
4x Tormenting Voice

5x Island
8x Mountain
4x Shivan Reef
2x Wandering Fumarole

Sideboard (15)
4x Dual Shot
4x Roast
1x Volcanic Upheaval
2x Titan's Strength
3x Exquisite Firecraft
1x Negate

Abbot acts as a mid to late game possible finisher, when I have up to 5 mana on the board, with its ability I can pretty much top deck any spell in my deck and enable prowess. Spellfist is there as a quasi-prowess creature that gains evasion when pump and removal spells are cast. The neonate acts as a good sac outlet for Fiery Temper and Just the Wind (and as something I can spend to get a card). Zada acts as an end game, each spell that targets him pumps other creatures, which in turn activates prowess more. I've chained 1 titan's strength into 2 storm chaser mages for 12 damage one time!

Expedite and Slip Through space give me more card advantage with some added benefit while also enabling prowess. Tormenting voice acts as card advantage and benefits with some of the madness cards.

Just the Wind and Fiery Temper give cheap removal with prowess ennoblement, while dispel acts as a cheap shield to protect my creatures during the attack (stopping instant removal).

Thats the shell, I still need to do a lot of work, I can't help but feel like I don''t have optimal card numbers yet and I can't help but feel this isn't quite as explosive as it could be yet. I'm open to any ideas for improvements!

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia

NofrikinfuN posted:

I don't think the copies Zada makes trigger Prowess since the wording is cast and he creates copies. At least, it didn't trigger Young Pyromancer or Guttersnipe in a deck I was testing online. Effects like Cipher do work because they are worded specifically as casting the copy, rather than just adding copies to the stack.

Looking at judgig rules, you are right, it would not trigger. Darn.

Even with that, would Zada be alright in this kind of deck or should I swap?

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia

80s James Hetfield posted:

FYI you have 4 Titan Strength's in the mainboard and you have another 2 in the side

Not sure if that's a typo or if you didn't notice

Whoops, that is a typo.


NofrikinfuN posted:

He is still really good at giving everyone single use pump spells. Also, you have Expedite and Slip Through Space, which would make him an excellent way to fill your hand. I'd use him, but my advice isn't going to win tournaments.

Thanks for the input!

One thing I've noticed play testing a bit one is that despite the strength of the pumps and the prowess creatures, this deck has problems with consistency. Some games, I can explode by the urn 4 other times it takes until turn 8 or 9 to really get going. I think it's in part on me( I get hesitant to spend a card to get a card), but I'm still feeling like something is missing.

Per Stinkles's reccomendation I'm trying Feaveree visions. So far it's alright, but I worry that overtime the card advantage my for gets with outpace the 2 life he pays each turn.

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia
So after fiddling with the Prowess deck for a bit and drawing a blank, I went netdecking and found an interesting deck and made some changes per the comments on its page.

[Tutelage Deck [/b]

With so much removal still in standard, to quote Jaxis the deck's creator, this format seems ripe for an enchantment heavy deck with few creatures. While mill decks are usually pretty bad, there seems to be enough enablers with recent SOI cards combine with Sphinx's tutelage to make something viable.


//Enchantment (23)
4x Oath of Jace
3x Pacifism
3x Sigil of the Empty Throne
4x Sphinx's Tutelage
2x Starfield of Nyx
4x Stasis Snare
3x Vessel of Paramnesia

//Instant (3)
3x Immolating Glare

//Creature (3)
3x Forgotten Creation

//Land (25)
4x Blighted Cataract
4x Evolving Wilds
4x Island
5x Plains
4x Port Town
4x Prairie Stream

//Sorcery (6)
3x Planar Outburst
3x Startled Awake

The Original Deck, I Shamelessly Copied and Tweeked!

With so much card draw, you can mill multiple cards from an opponents deck. with cheap enchantments that function as removal you can keep a number of creatures from smacking you in the face.

To quote the origional decks maker:

Jaxis posted:

WHY THIS DECK?

The ratio of enchantments to enchantment hate in the current Standard. Dromoka's Command is staying in, and it doesn't target enchantments. We will have to worry about a couple of new cards that do, but the balance is definitely in favor of an enchantment-heavy deck.

In contrast, creature hate in Standard is very real. There are board wipes aplenty, including Languish and Planar Outburst. Having zero creatures in the deck (unless you count Persistent Nightmare Flip, which can't be countered) makes all these cards effectively dead. The more dead draws our opponent has, the better for us.

MAIN BOARD

Spinx's Tutelage : Every time you draw a card (and there's lots of drawing to be had here), you mill your opponent for 2, and if they are both nonland cards that share a color, they get hit again. Some cards in the deck will allow for 6 cards to be milled, even if none of them share a color.

Oath of Jace; Pore Over the Pages : Both allow you to draw 3 and both have a discard element. Helps for filtering, and mills 6 if Tutelage is out.

Starfield of Nyx : Mostly to fetch Enchantments from the graveyard. If nothing else, you can fetch Oath of Jace for more drawing/milling without having to cast anything. Getting an army of enchantment creatures is a bonus, but not one this deck is looking for.

Startled Awake Flip : Technically a non-creature, but having the opportunity to bring it back as a skulking Persistent Nightmare Flip is truly scary. With all the milling our Tutelage is going to do, I expect this to be a finisher without having to rely on Nightmare shenanigans.

Vessel of Paramnesia : Milling 3 for 3 and drawing a card isn't optimal, but could be interesting. This is mostly here for an early-game sacrificial lamb against Dromoka's Command, if we don't want to sacrifice a Pacifism or Silkwrap.

SIDE BOARD

Negate, Ojutai's Command : Different counters for different situations. Negate will protect our enchantments from counter/hate magic and Command will protect from endgame bombs like Ulamog and Avacyn... hopefully.

Thing in the Ice Flip : Board wiping potential against indestructible creatures, where Planar Outburst won't get the job done.

What I changed was taking out the pour over pages to put in a Forgotten Creation. With the ability to at will empty your hand, combine with the tutelage, this allows for some potent combo's to occur.

I also swapped out the Silkwraps for Immolating Glare for better protection across the game. While I lose some enchantment, for instant speed removal that destroys attacks I felt it was worth it. I also put in the Sigil of the Empty Throne too, since with multiple thrones and enchantments, it possibly allows for a late game boarding of multiple angels off a couple enchantments. To bring that in, I took out the suppression bonds.

So far, at least Gold Fishing, this plays fairly consistently and honestly, having a chance to maybe viably mill someone (though the angels act more as a consistent finisher), makes my inner child yell for joy.

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