Trying to bring this to my upcoming FNM. If Dar Jeskai is an aggro-control build, why not do it for Temur and have the creatures be slightly bigger than Jeskai and Abzan? Goal is to counter or destroy threats while establishing board presence and putting the pressure on any opponent's throughout the match. If two creatures are attacking, it is typically never less than eight points of damage. On the flip side, with a world full of early creature threats like flip walkers, morph cards, rhinos, and riders, I think it is safe to say Horribly Awry can be a good way to deal with a lot of these safely. Kind of a meta-game call, but I think it could work in the favor of this deck since the goal is this deck is to play aggressive creatures early on while hopefully taking out a threat or two with some left over mana. Since most of the creatures in this deck our aggressively costed for their power, this deck hopes to have some leftover mana to either deal with their threats if the opposing deck is aggressive or protect our own threats if the other deck is controlling.
Early Game:Establish mana base on turn one. Depending on which type of deck you are playing, this deck tries to either counter/destroy their early threat, ramp, or put down an aggressive threat.
Mid Game:Continue to put down threats with extra mana left open.
Late Game: Most of the higher mana cost cards generate card advantage in some way, which will allow the deck to hopefully stay in the game against more control oriented decks. Laying down a Temur Ascendancy and a creature in the same turn may allow this deck to squeeze by the last couple points of damage needed to close things out.
Creatures:
Frost Walker:
Enables ferocious quickly and is an aggressive threat that usually makes them waste a removal spell or take down a creature of the opponent's unless they want to take some heavy damage. The goal of this deck is to remove/counter possible blockers who trade well with this card so that it keeps rolling in for damage.
Rattleclaw Mystic:
Helps a lot as a dork in terms of mana-fixing, using converge to it's potential, and ramping. Allows a turn three Woodland Wanderer or a Savage Knuckleblade with haste, both very big threats for opponents.
Savage Knuckleblade:
Aggressive threat that has a lot of versatility for late game. If games go long, this card can trade up a times with large creatures or be an evasive threat.
Woodland Wanderer:
Another aggressive threat that can be maxed out converge wise due to this being a four color deck with Rattleclaw Mystic and Sarkhan Unbroken. A lot of people say a good way to beat Abzan is go just a big bigger than it, and this is exactly what this card does.
Dragonlord Atarka:
Supposed to be the game-ender that can stabilize the board and get the last points of damage in against the opponent. If Temur Ascendancy is already dropped, this can mean lights out the turn it is cast. Because this deck is kind of aggro control, it's definitely possible you're still in the game when this card is cast.
Enchantments:
Temur Ascendancy:
Once again assists with the aggressiveness while also making almost all the creatures in this deck a cantrip. This can be valuable because that card draw may catch a counterspell or another threat to the same turn. Because Dromoka's Command is quite prevalent right now, it didn't seem right to put more into the deck.
Instants:
Fiery Impulse:
Cheap removal spell that can be played when there is leftover mana. Used mainly to deal with morph creatures, aggro or Jace, Vryn's Prodigy
, but it might trade up a bit higher if spell mastery is on.
Stubborn Denial:
Can be very tough for the opponent to play around once ferocious is enabled and the main way to protect our threats from any spot removal. Because of how cheap it is, it can allow the player to keep advancing board state while countering removal or any game-breaking non-creature spells like Rally the Ancestors, Collected Company, or planeswalkers.
Horribly Awry:
The metagame seems to be really focused on Khans of Tarkir cards still since the mana fixing is available to lay down some huge threats early, so this card can counter a lot of cards that the player doesn't want to see on the board. This deck is trying to get in big chunks of damage early to get the opponent on defense, so a counter spell for these creature cards seems like a good call. This decks' creatures stack up pretty well against creatures cards with CMC five or more, so it should enable favorable trades in the long run. Obviously, the Den Protector/Deathmist Raptor combo is still floating around, so exiling some of these threats is definitely not a bad thing.
Scatter to the Winds:
Catch all removal spell for just-in-case situations. Awaken is an added bonus.
Murderous Cut:
One of the main reasons for Dark Temur is this card. Spot removal at instant speed that at times can be cast for just one black mana to deal with any threats before they deal damage.
Silumgar's Command:
Allows for two for ones and is an out against planeswalkers that hit the board. The bouncing a permanent is very versatile and can help to sneak in the last points of damage if the opponent lays down a really good blocker.
Planeswalkers:
Sarkhan Unbroken:
All abilities are relevant and work very well in this deck. Besides Dragonlord Atarka, there aren't a ton of flyers in this deck, so the -2 ability is extremely relevant for fighting off opposing threats or churning in some damage. If Temur Ascendancy is on the board, this ability becomes even better. +1 is straight up card advantage and mana fixing. The ultimate obviously won't happen much, but is could be a game-breaker.
Ob Nixilis Reignited:
Seems to be a bread and butter planeswalker in that both his plus and minus abilities are extremely relevant no matter where you are in the game. When ahead, this card can help close games through card advantage or dealing with blockers. When behind, this card removes threats and stabilizes the board.
Thank you for reading through the description of this deck. Any feedback would be greatly appreciated.