Undying Tempo

by Senress on 29 September 2016

Main Deck (62 cards)

Sideboard (13 cards)


Enchantments (1)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Trying to make a good tempo/control deck that mostly tapping out the opponent and uses the Undying mechanic currently it is still all over the place and needs heaps of help.

Currently have no real decision being made about lands due to be not being able to know what to add and having lots of cards up so I can see my options.

[NOTE can't afford really expensive cards.]


\\Currently the sideboard is being used as potential options//

Deck Tags

  • Tempo
  • Esper
  • Control
  • WIP
  • vault help

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,541 times.

Mana Curve

Mana Symbol Occurrence

11371400

Card Legality

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

Deck discussion for Undying Tempo

u should put this lands: tainted isle and tainted field, is a good cheap land :)

You got this reply because of the VaultHelp tag. Please take your time now, comment on a deck of a fellow VaultHelp member and copy/paste this message to the end of your post.

1
Posted 10 October 2016 at 01:05

Permalink

Thank you very much for the suggestions I will add them they seem good for a cheap option. Anything else that I need to add and/or remove ?

0
Posted 10 October 2016 at 02:51

Permalink

I don't understand - description says it uses the undying mechanic but I don't see a single creature with undying.

* And I disagree with the Tainted lands as long as the mana distribution stays like this (mostly blue while black being the tertiary colour) since the tainted lands need Swamps in order to work! Arcane Sanctum should cover all your needs. Also, those Tainted lands are currently the only reason this is Legacy instead of Modern.

* I do like Wall of Frost, however, since you have access to white, Wall of Denial is the superior choice.

* The Cipher part of Hands of Binding require you to deal combat damage and I just don't see enough worthwhile targets here. You might sneak in after a Sleep, but as the deck is I wouldn't run 4 copies of Hands of Binding. You'd need something like Invisible Stalker, Shadowmage Infiltrator or Azorious Herald to make that work.

* I *think* Turnabout is better than Reality Spasm in about 90% of all cases.

* This deck is currently Legacy, if stays Legacy and as blue-cenetred as it is now, then there is no reason to run Negate when you have access to the regular, original "Counterspell".

* Ah, Undying Evil, there is the Undying mechanic! Well, I don't think it's worth adding since it's single use and only for a single creature ... Cauldron Haze is probably better suited (although persist gives -1/-1 counters) since it works on more than one creature. Same is true for Cauldron of Souls, which may cost 5 mana, however, it's reusable and therefore exactly what this deck needs!

0
Posted 11 October 2016 at 16:29

Permalink

* Removed the tainted lands want to keep it modern haha.

* I do like Wall of Denial but the thing I like about Wall a frost is the whole tapping mechanic it has unless you still thing that Wall of Denial is much better.

*as for the Cipher I do quite like it think if I added some Invisible stalker or Shadowmage Infiltrator would make it work much better with four copies or would I still make it less?

* Replaced Reality Spasm with Turnabout feels much better.

* As for undying think it is not good enough and Cauldron Haze? also what about adding both or would that be a waste of cards? as for Cauldron Souls It feels to expensive to me but idk.


Thank you a lot for the feedback/suggestions really helped me.

0
Posted 12 October 2016 at 13:30

Permalink

About the wall: That's hard to say and probably dependant on the meta. My meta has lots of spot removal and les weenies, so the Wall of Denial would still be better, but in yours Wall of Frost might have the upper hand.

If you had something like Shadowmage Infiltrator, then you could keep 4 of those Cipher thingies :) The good thing about the Infiltrator is that it has become dirt cheap. Used to be 10+ bucks and now you can get it for under 1.

Maybe go with 2 Undying Evil and 2 Cauldron Haze and then see what works better when you play it :)

1
Posted 12 October 2016 at 14:07

Permalink

hmm I guess I'll keep the wall as it is for now.

I'll run some Shadowmage Infiltrator they seem good for value. being cheap is a even bigger reason to play it.

2 Undying Evil and 2 Cauldron Haze seems good hopefully that is effective enough.

As for the rest of deck it's currently running 70 cards with 20 lands which might be to less, how should I got about removing cards so the deck is 60 cards and runs smooth?

0
Posted 13 October 2016 at 02:27

Permalink

Just came across Eerie Interlude which could protect my creatures and help trigger my ETB effects that some of my creatures have also. What do you think about this?

Also might be to expensive but there is also Panharmonicon which gives you another ETB Abilities.

0
Posted 13 October 2016 at 08:58

Permalink

Well, considering that we have to cut 10 cards I wouldn't consider adding yet another to the mix ... and Eerie Interlude doesn't work well with Cipher.

What to cut? Azorious Charm is quite weak in this, albeit the only source of life right now. But we have to get rid of something.

0
Posted 13 October 2016 at 09:12

Permalink

But can't you pick how many creatures you want to blink so you can leave the creature with the cipher and it would most likely be on a Shadowmage Infiltrator. Ads for the charm does the putting a attacking creature on top of their library not good enough if not I can look at removing it. but I would need to make more cuts as well as sorting out the land/mana.

0
Posted 13 October 2016 at 10:36

Permalink

A lot of effects can be good but each card above 60 will weaken all other cards. We have to cut *something*. Putting something back on the library can be worthwhile but it can also be a wasted draw. If your opponent has more than one threat out, drawing and playing that charm will only reduce the amount of damage you take next turn but then you will be in the same position as before. Reflector Mage on the other hand gives you two turns and provides a warm body. Also, you have quite a lot of those effects ... Turnabout, that Deep-Fiend, Reflector Mage, Skyknight, Hands of Binding, Sleep ... at some point enough is enough.

0
Posted 13 October 2016 at 10:59

Permalink

hmm what of those do I need to remove so it doesn't come enough?

0
Posted 13 October 2016 at 22:17

Permalink

Considering you have a number of creatures w/ ETB abilities, Momentary Blink might be nice, especially as it has flashback (also, since it's an instant, you could use it to untap your Frost Titan during your opponent's turn, needs be).

1
Posted 11 October 2016 at 23:02

Permalink

I like it though more leaning towards the undying play but I look at adding it. thanks a lot.

0
Posted 12 October 2016 at 13:31

Permalink

Sage of Hours?

0
Posted 13 October 2016 at 18:57

Permalink

hmm don't think I will be able to reliable able to get +1/+1 counters to make Sage of hours worth it.

0
Posted 13 October 2016 at 22:17

Permalink

You have a lot of high cost creatures if you wanted to play them faster I would recommend Grand arbiter Augustine IV or maybe storms cape familiar

0
Posted 14 October 2016 at 22:12

Permalink

isn't most of the creatures around three mana think I need those cards to play the titan and Elder Deep-Fiend?

On a side note I am thinking about removing the Elder Deep-Fiend seeing as I need to remove a few cards.

0
Posted 15 October 2016 at 02:16

Permalink