Gameplan - Play ramp, play dudes, fight things, win.
I always loved making decks for casual play around a theme, so here's another one. I liked the synergy between Foe-Razer Regent + Gruul Ragebeast and thought using Temur Charm + Temur Ascendancy was worth splashing [U] for.
Card inclusions and why:
Birds of Paradise], Sakura-Tribe Elder, Rattleclaw Mystic: Ramp. Birds and Rattleclaw will help you hit [G][U][R] for turn three plays, and the elder can fill any gaps missing with your lands. If you can wait, the Mystic can give you +2 mana during a single turn after playing it face down as a morph creature. Just turn it face up for [G][U][R], then tap it for another mana, all for 2 colorless.
Temur Charm, Temur Ascendancy, Kiora, Master of the Depths: The only Non-creature spells in the deck. The Charm can be used with the regent for fun times, and the counterspell can help with tempo. Ascendancy is your main gas, as except for the mana dorks, every creature will draw a card. Kiora's ult ties with our theme, the -2 is more gas, and her +1 gives up to 2 extra mana, if you target a Birds or Rattleclaw.
Surrak Dragonclaw], Yasova Dragonclaw, Shaman of the Great Hun: The midrange value. The shaman can make your board better just by turning sideways, and his activated ability is even more gas during the late game. Yasova can help with a small [Act of Treason] effect that gets better if she gets counters with Regent or the Shaman. Surrak is great stats meets great effects. He'l usually help against control match-ups.
Ruric Thar, the Unbowed, Frost Titan, Maelstrom Wanderer: Non-Fight related bombs. Slamming these down should lead to won games, especially if you do it turn 4 or 5. Ruric is one of the main reasons we run so few non-creature spells. Odds are your opponent will take 6 just to answer him, plus 6 more if you have Ascendance out and turned him sideways. Good 'Ole Frosty is a hard to answer dude with a great enter the battlefield and swing ability. Not as famous as his Green brother, but nothing to scoff at. The Wanderer is your end all, be all bomb. Feel free to literally Windmill-Slam him on the board, as he'll always give you value, and the group haste makes sure and creature he grabs you, (And he can grab you literally every creature in the deck as he has the biggest mana cost at 8), can immediately turn sideways.
Foe-Razer Regent, Gruul Ragebeast: The reason for the deck's theme. I love these cards. The regent can grab you tremendous value, espically paired with the Ragebeast. Be careful though, the Ragebeast's Trigger IS NOT A MAY TRIGGER! You will HAVE to fight things if your opponent has any dudes out! So be careful about playing your weaker creatures when he's on the battlefield. Other than that, slam these down AND FIGHT ALL THE THINGS!!!
Island, Mountain, Forest, Frontier Bivouac, Temple of Abandon, Temple of Epiphany, Temple of Mystery: Mana, mana, mana. 'Nuff said. The Bivouac is a great turn 2 play, as you can turn 1 Forest + Birds so you can play it turn 2 with the Elder or Mystic for little/no tempo loss. The Temples are here for the Scry, letting you manipulate your next card for value.
So, here it is. Hope you like the deck and the theme it presents. It's pretty tuned, but I'm always looking for ways to spice it up, so if you have any suggestions or comments, feel free to let me know.