Modern Temur Superfriends

by dknight27 on 23 November 2019

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

Playing around with superfriends and the synergy produced by Oko and Wrenn with artifacts and lands respectively.

Some fun combos:

-Oko and astrolabe puts you at +1 card advantage, Oko at 5, with a 3/3 protector, all on turn 3.

-Academy ruins works with astrolabe and Oko to recycle astrolabe each turn, essentially netting a 3/3.

-Wrenn and Royal Scions are best friends.

Deck Tags

  • Modern
  • Temur
  • superfriends

Deck at a Glance

Social Stats

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This deck has been viewed 1,408 times.

Mana Curve

Mana Symbol Occurrence

01601617

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Modern Temur Superfriends

Not sure how Academy Ruins works alongside Oko/Astrolabe. Oko doesn't destroy it. Astrolabe never enters the Graveyard, so you'll not be able to Academy it back on top of the library.

Oath of Nissa is the best card in your deck and I would recommend playing 4.
I would also recommend 4 Ice-Fang Coatl. It's psuedo-removal, a fantastic blocker that replaces itself, and provides great protection for your planeswalkers.

Force of Negation could be a consideration. Tap out for a powerful walker, counter your spell that is supposed to kill it or a Karn or Temur-Battle Rage or something like that? Your deck wins in value massively, you can afford to 2-for-1 yourself here and there.

Fun deck, and I look forward to seeing it evolve!

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Posted 23 December 2019 at 03:44

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I also think the deck looks good, but I would say that some of the 5-drop walkers could be cut to play a playset of cards like Oko and Wrenn and Six.

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Posted 23 December 2019 at 14:07

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The Oko combo works every turn on the presumption that the 3/3 dies by opponent's actions, blocking and removal. It would be fantatsic if there was a way to do it every turn regardless, but what can you do.

I prefer astrolabe to oath of nissa in here, as nissa can't fetch enchantments or instants and doesn't interact with oko favorably. I like opt over nissa because it's an instant and helps smooth out the color balance. The main draw to nissa is the combo of cantrip and color fixing. The color fixing isn't important in a 3-color build backed up by fetches, duel lands, and astrolabe. The cantrip is very good, but as stated above I like opt and astrolabe better in here. Just my preference.

Force of negation would most definately be sided, but I don't like mainboarding them in non-control/non-combo decks. That being said, I don't think this (or superfriends in general) is a strong contender in Tier 1 competitive modern. If you were trying to build it for Tier 1, force of negation would be mighty strong.

As for Coatl, the more I look at this build, the more I absolutely agree with you. Even if it is hard to boost it to deathtouch early, the tempo and material mixed with the chump-block aspect is too attractive to ignore.

As for the 5-drop walkers, that's very possible. Obviously speed is a major concern in this, and any, build. I'm just attracted to the two 5-drops in here. Garruk protects itself, can reload the hand, and starts a 5 turn clock. Sarkhan keeps material, ramps (slightly), can protect itself, and 4/4 flyers are fun. Time will tell.

Changes incoming.

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Posted 24 December 2019 at 19:28

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