I don’t believe I’ve covered my Temmet deck yet, and I have been trying to make an effort to talk about each of my EDH creations at some point or another in this column. I recently gave him a bit of a makeover, building upon themes laid out in my initial brew, but I also added another layer that seemed unlikely but has proven to be useful.
When I ripped open my first packs from the then new set Amonkhet, Temmet was one of the first legendary creatures I pulled. I hadn’t built an Azorious colored deck to that point, and I loved the look and flavor of him as a commander. His ability to give token creatures unblockable was the first theme I tried to build upon, finding ways to make large token creatures I could then make unblockable to get free hits in on my opponents. An added benefit is his Embalm ability, where if he dies you can choose to let him hit the graveyard, and later revive him as a token himself. This led me to also include other cards from the set with Embalm to further my unblockable tokens theme. Unfortunately, it seemed that this wasn’t powerful enough, and the deck never really performed the way I wanted it to.
One thought I had was to make it into a semi-voltron deck, where I could get Temmet embalmed into a token, then equip him and make him unblockable, which is still viable, and sort of something I did in the original build. I had added some of the living weapon cards, which are equipments that create a 0/0 creature the equipment attaches to, which in turn can be made unblockable with Temmet. But since I had built Sram into a full on voltron commander, I felt it was redundant to have another. As such, I started thinking about what win-con I could utilize that would make Temmet semi-competitive, at least in my playgroup (where it pretty much always lost). Enter infect.
It seems that blue and white are not the strongest colors to run an infect theme, although they do have a few key cards that I’ve included. I also included many of the artifact creatures with infect, and an equipment which can be attached to a creature to give it +2/+2 and infect as well. Lastly, a nice mind control type spell that also grants the stolen creature infect. These pieces felt like they would do the trick, and upon testing it out, I found that I added just enough to make this win-con work. Here are a couple other cards I added for support:
The conspiracy sets have really added some nice jank to the meta. The Keeper of Keys not only makes you the Monarch (you draw a card at the end of each of your turns) but if you control this guy by the next turn’s upkeep, all of your creatures become unblockable. This means the ability to go-wide is now a threat, and it just fits the theme I was going with. The additional sorcery is some nice spot removal that also gets me a token along with some group hugs for other players. Overall the changes I made have turned the deck into one that can actually compete, and for that I’m happy.
Make sure you have a win-condition that makes sense in each of your decks. Throwing together a bunch of good cards haphazardly might not get it done in the end.
3 thoughts on “TWR: The Importance of a Win-Con”
I am very excited for the new Magic TG game coming out for PC, it looks slick and finally a guy like me will be able to play on a regular basis, collect digital cards, and get into it. I like reading these posts but hard for me to fully appreciate since my experience is only with one nature deck when my son bought a couple pre-sets.
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Yeah, I get that. I started writing about the game when I returned and probably sounded like a noob. At this point I feel more confident about things, yet it is still a vast and complex game. I look forward to Arena as well, though I don’t want to sink even more money into the game so I think I’d mainly participate for free
[…] fact that I’ve owned it for quite a while. I originally picked it up for use in Temmet, but as I explained a while back, that deck was partially rebuilt with a different focus and this was just a “good […]
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