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#1 Slicer[3593]
Nah, Corsairs eat air, especially when upgraded. Temps are sorta good against both land and air (a good mutalizer can get them out of storm before they croak)
#2 Mind Twist[3595]
As I learned and have now been told, zerg vs toss is awful if you're toss, esp on temple. It is hard to get recon until observers, and the zerg can do air or ground. I lost to (most likely) a 1 strat wonder on ladder which is bad; but you've got nothing to be ashamed about, Ahscar is a good player :p
#3 GhOsT~LiZarD[3596]
Ahscar rox da house, you did well:)
#4 Mark4[3621]
He did the same to me...I chose to expand instead of teching to templar/archons like a good little toss =[
#5 GhOsT~LiZarD[3624]
I have a question, do u ever win? All ur brs are about u losing. Good BR thougH:)
#6 HardDrive99[3640]
I tend to tech to templar first vs a zerg opponent. Gives archons for good ground effect and air support. I don't have to mention sci storm vs air. But also this gives you a decent shot at dtemps and darchons. Maelstrom is death for zerg ground or air (esp when combined with sci storm).

Just my opinion...

HD



#7 Tanglebones[3658]
Even early corsairs don't always help against the Mutas on Temple. Just a handful of scourge can cripple a group of sairs, and the Zerg can replenish their air power faster than the Toss.

I had to learn this lesson well as my last four Toss opponents have done some early Overlord hunting with 'sairs. Now they are calling me a map hacker because I bring some Spore Colonies online early. Oh well.

The constant stream of zealot rushing is the most effective PvZ strat I've seen on Temple. Just never give them a chance to build anything but sunkens and zerglings. The moment you let up, get ready for the swarm to come your way.






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