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I'm Here to Punch Faces and Eat Worlds...

Standard Aggro Burn RUG (Temur)

alexthegreat38


Sideboard


Maybeboard


My take on Temur Aggro. Usually the quick, aggressive creatures can do enough damage early on to set up a lethal Crater's Claws once the opponent tries to stabilize.

It's based mostly on Kibler's Temur Aggro, but with additions of Stormbreath Dragon , Sagu Mauler, and Xenagos, the Reveler , which seem to be great options that he wasn't running mainboard.

Fate Reforged cards I like for this deck:

Whisperwood Elemental -- fantastic against boardwipes. Might not be worth a mainboard spot, but could have a place in the sideboard alongside Surrak Dragonclaw and Sagu Mauler to stave off control strategies.

Yasova Dragonclaw -- will probably take the place of a few Boon Satyr s. Trample is nice and might get through a few early points of damage that decide the game later on. Also, entering combat and stealing a Courser of Kruphix or Mantis Rider is actually just fantastic.

Shamanic Revelation -- I had been considering putting Treasure Cruise in here, but I think I've found my late-game gas. Stalled board against Abzan, Mardu, Jund, or Devotion? Yeah, how about I gain 16 life and draw six cards? Sounds great to me.

Flamerush Rider -- I'm not as sure about this one, but I think casting him for Dash turn 3/4 would actually be really good. Imagine I have a Savage Knuckleblade or Boon Satyr out. Next turn I drop him and all of a sudden I'm swinging in for 11 spread across three bodies.

Shaman of the Great Hunt

Flamewake Phoenix

Maybe Arcbond, maybe Wild Slash instead of Magma Spray, maybe Frontier Siege , definitely Whisperer of the Wilds, possibly Cunning Strike , maybe Torrent Elemental in the SB to bring in against decks with tons of good blockers that stall out my attacks?

Suggestions are welcome, especially for the sideboard! Help me make this the best it can be.

OVERALL RECORD (through 5 tournaments): 12-11 in matches, 27-31 in games played (not counting byes or concessions).

OPTIMAL OPENINGS:

Hand: Yavimaya Coast, Mountain, Shivan Reef, Elvish Mystic, Boon Satyr , Savage Knuckleblade, Stormbreath Dragon .

Turn 1: Yavimaya Coast, Elvish Mystic. Pass.

Turn 2: Mountain, pass. Cast a Boon Satyr on the end of opponent's turn.

Turn 3: Shivan Reef, cast a Savage Knuckleblade, give it haste. Attack for 8. Pass.

Turn 4: Play another land that you've probably drawn by now. Cast Stormbreath Dragon . Swing for 12.

Apply the pressure early and often, and fill up on threats that don't lose value as the game progresses.

CARD-BY-CARD BREAKDOWN:

CREATURES (25):

3x Elvish Mystic

The classic turn 1 ramper. Enables a turn 2 Boon Satyr or a turn 3 Polukranos, World Eater, Ashcloud Phoenix or hasty Savage Knuckleblade. Can also attack for 1 if I've got nothing to do and they have no blockers.

3x Rattleclaw Mystic

Another solid mana-ramper. Usually I play him face-up, but if I've got a Knucks in my hand, playing him facedown and then flipping him for the Savage Knuckleblade and having 3 more mana available turn 4 can help things get out of hand a bit more quickly than usual. He's also very helpful in that he often gets me the color I don't have.

4x Heir of the Wilds

This guy is a great turn 2 drop who can swing in for 2 or 3 early on that no one's gonna want to block. Later on in the game, he's terrific to leave back as a blocker, since he trades up with everything. Great little guy to have. Also gets pretty terrifying with a Boon Satyr bestow.

4x Boon Satyr

In addition to being a ferocious enabler for CMC 3, the flash makes him a really solid end-of-the-other-guy's-turn option. Have a Temur Charm and a Boon Satyr in hand turn 3? Pass the turn and leave the mana up to either Mana Leak something you really don't want to happen, or just Boon Satyr at the end of the turn. Additionally, the bestow can be game-breaking, pushing through more unexpected damage. One of the most unexpected and effective plays with his bestow is attaching him to an +1'd, attacking Sarkhan, the Dragonspeaker . Not only does he get through for 8 in the air, but at the end of the turn he stops being a creature and the Boon Satyr falls off to become a viable blocker. Loads of fun and useful plays with this card.

4x Savage Knuckleblade

If you're in Temur colors and you're at all aggressive, you're doing something wrong by not running this card. In addition to being a 4/4 for 3 mana, he can be a 4/4 with haste for 4 mana, which is often better in many situations. Additionally, he eats Courser of Kruphix for breakfast and, when pumped by his convenient little ability, slams right through Siege Rhino and Polukranos, World Eater. In a pinch in the late game? You can save him by bouncing him back to your hand. A really aggressive and fun beastie, especially if you can attack with him on turn 3 or 4, and he has so much utility and usefulness in several situations. A must-have for Temur Aggro.

2x Ashcloud Phoenix

This is one of those cards that's just plain annoying and aggravating for opposing decks. Being able to deal 4 in the air is solid enough, but if you have six mana available, he's damn near impossible to get rid of. If they don't have a way to block it, they end up spending resources to kill it, and that's always good for me. Additionally, it trades with Wingmate Roc, which is a trade I would make if I had to. Unfortunately, it is weak to Doomwake Giant and literally any burn spell.

2x Polukranos, World Eater

This guy is here mostly because he's a 5/5 for 4. He costs the same as Siege Rhino but eats him in combat, and his monstrous ability can be nice to clear a board of a few mana dorks to throw off their mana and help push more damage through. Often comes down on turn 3 and demands an answer immediately.

2x Stormbreath Dragon

Stormbreath is a pretty terrifying thing to face down. Even if he dies the next turn, the 4 hasty evasive damage is almost always worth the mana it takes to cast him. Its value multiplies exponentially against Abzan, where they have to save Hero's Downfall and Murderous Cut s to deal with it specifically. It comes out against Sultai and removal-heavy decks that don't run white, and is also not very good against Jeskai (dies too easily to Stoke the Flames ).

1x Sagu Mauler

This guy is a beast against controlling decks that employ a lot of targeted removal. It laughs in the face of Utter End , Abzan Charm, Hero's Downfall, and Murderous Cut . Singlehandedly wins games against Abzan and Sultai sometimes.

INSTANTS (5):

2x Lightning Strike

It's here to get rid of early threats. It usually gets sided out against Abzan, but it's fantastic to kill a Mantis Rider or other annoying early-game creatures in aggro matchups. Also useful to destroy a mana dork and throw off their tempo. Even in game 1 against Abzan, where this card has no creature targets, I'll hit them to the face with it for 3 at the end of turn, which can actually be very relevant with Siege Rhino s floating around.

3x Temur Charm

I've lamented often about how Temur has the weakest charm. I wish its removal mode was better, but it ends up getting used most often as a Mana Leak, which isn't terrible. It's nice to keep Siege Rhino , Dig Through Time, any kind of planeswalker or whatever else they've been working up to off the board. The fight mode is useful in a lot of matchups as long as I've been able to maintain a decent board state. Usually, any of my guys pumped +1/+1 will at least trade with whatever they've got going on. And, although I don't use it that often, the third mode can be fantastic situationally. It makes a field of Goblin Rabblemaster and friends useless as blockers, and once helped me beat a green devotion deck my casting it after a Hornet Queen and just swinging for lethal. To recap: all the other charms are better, unfortunately, but this has too much utility NOT to use. Fingers are crossed that they'll maybe come out with another set of wedge charms to match the Planeshift Alara shard ones.

SORCERY (4):

4x Crater's Claws

This is a fantastic, fantastic spell in here. It's best use is in the mid-game against midrange decks. Oh, you're stabilizing now? You're bringing yourself back from 7 or 8 life? Actually, no. You just lose here. It is also versatile for creature removal, usually being able to nab anything at 5 or 6 toughness pretty reliably. Really no reason to not run 4 because it's even useful as a sorcery-speed Shock for 2 if I have ferocious.

PLANESWALKERS (3):

1x Sarkhan, the Dragonspeaker

So this guy comes down and is, at worst, "4 damage to target creature or player" for . At best, he's a terrifying threat to deal with that puts a clock on the game. The Boon Satyr combo described earlier is nothing short of fantastic.

2x Xenagos, the Reveler

At his worst, you just get a 2/2 haste for CMC 4, which is inefficient but not awful. At his best, it's an extra creature per turn, and then some extra mana later to either make a huge Crater's Claws , a devastating Polukranos, World Eater monstrous, or to just play an additional threat that turn.

SIDEBOARD (15):

2x Anger of the Gods

To bring in vs. aggro matchups. Does work against mono-red aggro and UW heroic, and is also good against Jeskai (nabs Goblin Rabblemaster, Mantis Rider and Narset, Enlightened Master while leaving my Knuckleblades and 4-drops alive. Also permanently rids me of an opposing Bloodsoaked Champion and doesn't play right into a massive delve spell.

1x Burn Away

Threw this in here in response to the Whip of Erebos reanimator decks that are floating around. Once I determine its prominence in my local meta, I'll figure out if I need more or less graveyard hate.

2x Destructive Revelry

Comes in whenever I see a Whip of Erebos, Perilous Vault , or any other artifact/enchantment that I don't want to stick around for too long.

2x Disdainful Stroke

Usually gets brought in against Abzan or other midrangy decks that play high-cost planeswalkers and other large things I don't want to resolve. Counters Siege Rhino and basically all the Standard-legal planeswalkers.

2x Magma Spray

Same deal as Lightning Strike, but can hose a heroic deck on the draw by killing your thing right before you planned on enchanting it.

1x Reclamation Sage

Comes in against pesky artifacts and enchantments. Fills the same role as Destructive Revelry, but is attached to a body in case that's relevant in the matchup.

1x Sagu Mauler

Comes in against removal-heavy decks like Abzan and Sultai. He's so hard to deal with once he resolves and can be a fantastic finisher.

3x Stubborn Denial

Fantastic to prevent my stuff from dying, and against a controlling deck like UB or Abzan, can really swing things my way. "Oh hey, you just wasted your last kill spell and now I'm swinging for 8. Sounds pretty fantastic to me."

1x Surrak Dragonclaw

He comes in against control, because he can't be countered and lends my guys the same uncounterability. He's not as great in combat as you think he'd be, because he himself doesn't actually have trample. Still a great option against control decks.

Suggestions

Updates Add

Went 2-3 at an FNM with 26-30ish players. Went a very disappointing 2-3. After this deck's continually mediocre performances, I am still trying to decide if weird matchups, decklist, luck, or user error is to blame. Playtested a singleton each of See the Unwritten and Become Immense. Was only able to cast each once -- See the Unwritten (which I cast while I had ferocious) revealed six lands, a noncreature spell, and an Heir of the Wilds, while Become Immense just wasn't very good. I'm willing to give See the Unwritten another shot, but Become Immense will probably come out. This was the decklist for this FNM:

Lands (23): 4x Frontier Bivouac, 4x Wooded Foothills, 4x Yavimaya Coast, 3x Shivan Reef, 2x Temple of Abandon, 1x Temple of Epiphany, 1x Temple of Mystery, 2x Forest, 2x Mountain

Creatures (25): 3x Elvish Mystic, 3x Rattleclaw Mystic, 4x Heir of the Wilds, 4x Boon Satyr, 4x Savage Knuckleblade, 2x Ashcloud Phoenix, 2x Polukranos, World Eater, 2x Stormbreath Dragon, 1x Sagu Mauler

Non-Creatures (12): 2x Lightning Strike, 3x Temur Charm, 1x Xenagos, the Reveler, 1x Become Immense, 1x See the Unwritten, 1x Sarkhan, the Dragonspeaker, 3x Crater's Claws

Sideboard (15): 2x Anger of the Gods, 1x Burn Away, 2x Destructive Revelry, 2x Disdainful Stroke, 2x Magma Spray, 1x Reclamation Sage, 1x Sagu Mauler, 3x Stubborn Denial, 1x Surrak Dragonclaw

Match 1 vs. UB Waste Not (Win 2-0): Wasn't really expecting this, but it wasn't too much of a threat anyways. The blue splash was for Ashiok, Nightmare Weaver, Dig Through Time, Treasure Cruise, and a single Aetherspouts, so I didn't need to worry about my stuff getting countered. I beat face with a Savage Knuckleblade and a Boon Satyr in game 1. In game 2 he sided in some more removal and was able to eventually clear my board and cast a Dig Through Time. Fortunately for me, his Dig was a pretty big whiff, and I drew into Ashcloud Phoenix, Polukranos, World Eater and Xenagos, the Reveler to seal the deal.

Match 2 vs. Jund Midrange (Win 2-1): In the first game, I got the play and started boarding threats. His RGB colors allowed him to have some good removal, and he ended up eliminating my threats through turn 6 or so. I eventually fielded a Sagu Mauler, though, and there was nothing he could do about it. 6/6 trample/hexproof is pretty game-ending for a deck with no blue to counter it and no white to boardwipe. I cast a See the Unwritten the turn after Sagu Mauler, and it was a massive whiff. I didn't even get two creatures, out of EIGHT cards. Heir of the Wilds flopped down alongside Sagu Mauler and it looked for a while as if he would swing things back, but I drew a Savage Knuckleblade and gave it haste for the win. In game 2, he was on the play. Even though I was able to get aggressive faster than his midrangy build, he drew two of the Mistcutter Hydras he had brought in from the sideboard. They stalled my Savage Knuckleblade, which has never happened before, and ended up essentially winning him the game. Game 3 I was on the play again, and my aggression was too much to handle. I started off with a turn 2 Heir of the Wilds and a turn 3 Savage Knuckleblade. Turn 4 I pumped the Knuckleboss to go through a Polukranos, World Eater + Courser of Kruphix double block, and then turn 5 I fielded a Stormbreath Dragon, and it stuck for long enough to win me the match.

Match 3 vs. Esper Control (Loss 0-2): In the first game, I fielded enough aggression to get him to 1 life, but a combination of factors hosed me. He had enough early removal/counterspells to keep me in check for the first few turns. I started dealing him some serious damage, but he removed my big threats and +2'd Ashiok, Nightmare Weaver which stole my Polukranos, World Eater and Sagu Mauler. After that, I topdecked lands and mana dorks and had no answers for Elspeth, Sun's Champion. In the second game, this deck gave me the largest middle finger I have ever seen in my time playing Magic. I kept an opening hand of 2 creatures and 5 lands, and he Despised a Sagu Mauler. I proceeded to draw nothing but lands for 5 straight turns. After losing to a Pearl Lake Ancient, I looked at the top cards of my deck and found an Heir of the Wilds, a Rattleclaw Mystic, and then literally five more straight lands. Merry Christmas, deck. I hate you too.

Match 4 vs. Jeskai Control (Loss 1-2): This was a good deck, especially against me, and the experienced player behind it was smart, pensive, and skilled. He kept my board state in check the first game with his 3 mainboard Nullifys and fielded double Mantis Rider for the win. In game 2, I got through a few times early, and just as he was clearing up my board, I dropped a Stormbreath Dragon alongside an Ashcloud Phoenix and ended things very quickly. Game 3 went down to the wire. Not only did I make a sideboarding mistake by bringing in Anger of the Gods against him (he sided out his Mantis Riders after game 1), but he fielded a Brimaz, King of Oreskos, for which I had no legitimate answer. Temur Charm needed to be a hard counterspell in the late game, but the fact that you can pay to get out of it makes it worse. Maybe I need some Stubborn Denial or Negate mainboard?

Match 5 vs. Mono-black Waste Not (Loss 1-2): A combination of quick aggro, a well-placed Crater's Claws, and self-induced life loss spelled doom for my opponent in game 1. In game 2, my deck stubbornly refused to show me any creatures that weren't mana dorks. At one point my field consisted of 3 Rattleclaw Mystic and 1 Elvish Mystic. Can they print a mana dork with cycling por favor? He dropped down a Master of the Feast that killed me pretty quickly. In game 3, he actually went wide faster than me. I used Destructive Revelry to kill his Master of the Feast, but he cast another one, and I didn't have enough answers. Near the end of the game, I had six mana open and a Crater's Claws in hand. He was at 4 life, so I cast it for X=4. He used a spell (I don't remember its name) to deal 2 damage to his Master of the Feast and gain him 2 life. If I had only went all-in on the Crater's Claws (I had seven lands at the time), I would have won. A combination of misplays and an unexpected deck with unfamiliar cards sunk me for this match and for the night.

FINAL: 2-3 in matches, 6-7 in games.

Thoughts: Become Immense is not as good as I thought it might be. I'll give See the Unwritten another chance because I think its failure was a fluke, but I might also try Genesis Hydra. Stubborn Denial might need to come into the mainboard, and I'm also strongly considering Negate to stop shenanigans. I might need to go to 24 lands. Hopefully this deck can still become powerful, and maybe Yasova Dragonclaw and other Fate Reforged cards will give it new life in a few weeks! Thank you to everyone for your help, I am resetting the discussion to clear out the outdated comments.

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Date added 10 years
Last updated 9 years
Legality

This deck is not Standard legal.

Rarity (main - side)

8 - 1 Mythic Rares

30 - 2 Rares

12 - 10 Uncommons

6 - 2 Commons

Cards 60
Avg. CMC 2.62
Tokens Emblem Sarkhan, the Dragonspeaker, Morph 2/2 C
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