Bad Temur

by Guitarhero1 on 23 August 2019

Command Zone (1 card)

Creatures (1)

Main Deck (99 cards)

Sideboard (2 cards)

Creatures (1)

Enchantments (1)

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Deck Description

So I just had a ton of random cards and a new Omnath and I really wanted to build a janky deck anyway out of all of these cards I never get to use. The list is just mild synergy pieces that don't all necessarily work with the commander, but the planeswalkers all interact relatively well with Omnath and there are at least a few elementals in the list that should synergize well. The removal and ramp options were kind of limited, and a lot of spells that I'd normally put in here are actually sitting in other lists such as my Vannifar Pod list. As this list grows and changes, many of these cards will end up in other decks that I have completed here on mtgvault. Hopefully this deck sneaks a few wins in here and there or is at least fun to play.

How to Play

Ramp is the name of the game, because you want to take advantage of Omnath's card draw engine. You have a lot of creatures for combat threats, and quite a few planeswalkers that can help you to end a game. There are a couple of ways to go to infinite combat steps with Aggravated assault and Savage Ventmaw or Grand Warlord Radha. This might not win every game, but it is a neat way to finish one out- especially since you can net mana and possibly draw enough cards to more effectively defend the winc condition.

Deck Tags

  • Work in Progress
  • Temur
  • EDH
  • Elemental
  • Casual

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

01903748

Deck Format


Commander

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Bad Temur

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