Thread:ProGuyHere/@comment-34954846-20190612165307/@comment-34954846-20190625120244

ByeGuys wrote: Tempo: Outstatting your opponent: This deck: Has Jack O' Lantern Tempo is not all about out statting, the main definition of tempo is to play good every turn and always stay ahead in terms of board control and possibly card advantage. The optimal play is to spend all your Sun and Brains each turn, and you must think about your plays so you can win would be trades and lock down the board so you can steady a nice win. That is why aggro is effective against it, aggro will pressure them with board control very early on and it is hard to make a good play because there are many optimal choices. For example, in a Cyclecap deck the main objective is to swarm opponents and put cards that hit face in PoTG, this will activate Lima Pleurodon's Dino Roar which in return nevers lets you run out of cards to shuffle because it will keep adding Magic Beanstalks into your deck. Running tempo decks will only mean you slowly pick off targets each turn, but this is easily resolved and you will waste your cards trying to stop the aggro. This is also why tempo is good against control decks, they have perfect answers and can play around all their removals each turn, and with this the tempo will override their attempt to lockdown the board so they can secure a good late game. And control decks will pass the turn if you pass the turn until the late game, so making plays every turn that will outsmart your opponent is optimal. The reason why most tempo decks are about out statting opponents is because this will keep your field versatile by the turn and will grant access to more and more value trades or just trades in general. Take Tricarrotops, it is immune to most Turn 2 removals which makes it such an effective tempo card in general, they will try to block its face damage as much as possible and every turn it gets better trading options and you can safely make another play without receiving pressure from opponents that will take advantage of it for their own board control.

My deck is all about getting on curve plays every turn, for example both the 1 drops are 2/2s that can value trade a lot of Zombie 1 drops. And Primal Peashooter is a decent example of this, it can help deal with high health 1 drops just like Headstone Carver and Quickdraw Con Man, and it bounces them so in the case of Carver if they are attempting to do turn 2 Monkey Smuggler or something, it can mess up their plays and their overall tempo in general on just Turn 1. Pepper MD, while hopeless when played dry, can get the heal foundation going early. The other 2 drop is Rotobaga which not only gives the deck an answer to Toxic Waste Imp but helps crowd control for later in the game, so if they attempt to Flag combined with a load of 1 drops Rotobaga can clear them out quickly, problem is that it cannot defend its own lane. Jack O Lantern gives a slight Gravestone counter while growing at the same time, if left unattended it can grow very quickly. Ketchup Mechanic is a really strange tempo card, in that it benefits from opponent's swarm while also giving a niche in growing and heal. However, this suits the deck well, having coverage for Zoo Mech while giving a removal magnet and a healer. Mayflower is not only a Flower, but it also has an ability which will set up plays later in the game if you don't have anything for them, and plus it has the Amphibious trait, however you are better off saving the Water lane for Bird unless you are not getting a good tempo in your hand. And because its ability targets face they will of course try to block it to give it minimal potential, this is what you take advantage of so if they waste a play trying to halt Mayflower from hitting face you can easily get off a quick Elderberry or Heartichoke on turn 4. Bird of Paradise can draw threats to the water and plus there aren't many answers to it other than hard removals and late game Amphibious Zombies. Shooting Starfruit, sure it sounds random but they can easily neglect it because they are being drawn to the things like Elderberry and Ketchup Mechanic that you played previously. And while it doesn't see all the time in the deck, turn 4 Venus followed by turn five Starfruit can give you an extreme heal advantage which will pump up Pepper MDs and cause Heartichokes to go insane, Starfruit doesnt have to grow to be amazing.

okay i should stop now