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PostPosted: Tue Jan 14, 2020 6:52 pm 
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Joined: Oct 24, 2015
Posts: 130
Location: Mommy's House
Identity: Manbaby
Preferred Pronoun Set: Manbabe/Manbaber/Manbabier/Manbabierself
Dead game, who up?

Picked the game back up and have been jamming out tons of games the last few days. The store is closed but the pvp is alive and well! So anyways, this deck is the apex of many different builds I used to try and win with a big swing from Electrostatic Pummeler. There are many possible Pummeler lists, but I settled with a straight-forward Temur deck that is highly focused on putting everything in place to pull off the OHKO. Likely no one will see this, but I need to spew about this deck somewhere!

COMBO PIECES
2 Electrostatic Pummeler Win con of the deck. Hopefully you are pummeling in with this guy as a 32/32 or 64/64 trampler by turn 6-8. (Power starting at 4 (1+3 built to smash), use 9 energy to double, 8, double, 16, double 32)
2 Whir of Invention Copy 3/4 of Pummeler, 6 mana is double 3 mana, but you can use it on opponent's end step so you won't need a haste enabler
4 Built to Smash With this deck's energy production you can usually go off with only one of these in hand, but that one is likely essential. Trample is all the evasion you really need when attacking with a 32/32 or 64/64
4 Dispel Basically a combo piece, we are all in on our combo and folding to a blessed allegiance/fog/kill spell/anything blue is not acceptable. I'm very reluctant to go for it without one of these in hand against an opponent with open mana.

HASTE ENABLERS
3 Thopter Engineer Important Haste enabler while also being a great turn 3 slam.
1 Arlinn Kord Fits perfectly in this deck, provides haste on front side and trample on back, both sides provide a small power boost which can lower the energy required to go off.

CARD DRAW/ENERGY
4 Cathartic Reunion Card selection, dig through the deck, discard extra cards that you don't expect to need
3 Glimmer of Genius Everything you want
4 Aether Theorist 2 mana, blue, 3 energy, disposable 1/3 body blocks decently. Never scry
3 Rogue Refiner Like Glimmer of Genius but better
2 Bristling Hydra Some games you just win by attacking with this guy and refiner, usually he just gives you energy and is a big body to block and distract the opponent

BORING CARDS
2 Radiant Flames Necessary evil. Hopefully you won't need to kill your Engineer, but some games against aggro you just need this to stabilize and slow them down. Some games it's a great cathartic reunion target.
2 Imprisoned in the Moon Versatile problem solving

MAGIC'S WORST FEATURE
3 Island
2 Mountain
1 Forest
2 Lumbering Falls
2 Wandering Fumarole
2 Cinder Glade
2 Rootbound Crag
2 Hinterland Harbor
2 Sulfur Falls
2 Evolving Wilds
3 Aether Hub OVERPOWERED
1 Rogue's Passage have never actually used it on pummeler but in theory can be good in low energy or trampleless scenarios

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