Temur Reclamation is a strong deck that appeared in several top 8s, proving its potential to achieve good results.
BUDGETING
We kept the 4 copies of Wilderness Reclamation, the card that gives the deck's name and a key piece for its strategy.
We replaced the 4 copies of Expansion // Explosion with Volcanic Geyser which allows us to deal X damage at the end of the turn despite not making us draw the cards.
The idea of the combo still works: having one or more copies of Wilderness Reclamation on the battlefield to be able to generate a lot of mana at the end of the turn and thus using Volcanic Geyser to do enough damage to win the game.
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While we try to find the combo pieces and fill the battlefield, the deck also creates tokens mainly to defend ourselves, but they can work as a secondary win condition sometimes.
We removed the 4 copies of Shark Typhoon. Although they are perfect on the deck, we do not use them because they are rare.
We added 2 copies of Saheeli, Sublime Artificer that will create a 1/1 servo token whenever we cast a non-creature spell, which means any spell in our case.
We also added 2 copies of Ominous Seas since you can easily create 8/8 Kraken tokens as the deck draws many cards.
Since the deck is a combo, we need to find its pieces and for that we fill the deck with draw effects, which also helps to create tokens with Saheeli, Sublime Artificer and Ominous Seas:
We kept the 4 copies of Frantic Inventory. The more we play the more cards we will draw.
We increased from 1 to 3 Rain of Revelation which allows you to draw many cards despite making us discard one.
And we kept the 4 copies of Growth Spiral which in addition to drawing a card also allows you to ramp. And speaking of ramping, we added 2 copies of Omen of the Hunt.
The deck also has counters and burns for support:
For the counters, we kept the 2 copies of Mystical Dispute and increased from 1 to 2 copies of Rewind.
We kept the 2 copies of Scorching Dragonfire, a great removal mainly against reanimate decks or even with the cards with escape.
And we kept 1 copy of Soul Sear because it causes a large amount of damage and also removes the indestructible until the end of turn. It is great answer against the Gods of Theros.
We removed all rare or mythical cards: Brazen Borrower // Petty Theft, Uro, Titan of Nature's Wrath, Teferi, Master of Time and Sublime Epiphany.
On the mana basis, we removed all copies of Ketria Triome, Steam Vents, Breeding Pool, Stomping Ground, Temple of Mystery , Castle Vantress, and Blast Zone.
We added 4 copies of Thornwood Falls, 3 copies of Swiftwater Cliffs and 3 copies of Rugged Highlands. We replaced the 4 copies of Fabled Passage with 3 copies of Evolving Wilds. And finally, we increased from 2 to 6 copies of Forest, from 2 to 6 copies of Island and from 1 to 3 copies of Mountain.
And with these changes we arrive at the following list:
Despite the changes, the deck can still draw a lot of cards and generate a lot of mana quickly to make the combo while generating tokens to defend ourselves.
I hope you enjoyed and see you soon.
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