Temur Midrange-Tempo laying down some heat while bringing a little frosty chill to the table as well.
Goal isn't really about trampling, but clearing out possible blockers and swinging for big hits on key turns. Efficient use of Ferocious ability (about two thirds of the creatures trigger ferocious) allows for extra effective spells. Whisperer of the Wilds is the engine for extra ramp,which I can use on Crater's Claws for large damage or Icy Blast to clear out a lot of blockers, allowing for big strikes.
Any comments, questions, or criticisms would be greatly appreciated. I would like to try and make this deck as competitive as possible so any help would be awesome. Thanks!
Creatures: goal is to trigger ferocious and swing for high damage on turns where Icy Blast is used. A little bit of mana fixing and ramp never hurt anybody either when running a three color deck. Rather than having a ton of huge creatures, the deck currently focuses on getting out as many four power threats as possible.
Frost Walker-Triggers ferocious early which quickens the effectiveness of a lot of other spells in the deck. Can swing for pretty big damage if used correctly in the right spots.
Kiora's Follower-Mana fixing for a three color deck by untapping lands. Also a 2/2, so can attack late game or when opportunity arises for some solid damage or block early game.
Rattleclaw Mystic-More mana fixing for a three color deck. Can trade with most creatures who are swinging early.
Whisperer of the Wilds-Provides extra mana to boost for X Spells like Crater's Claws, Icy Blast, Genesis Hydra or Polukranos, World Eater's monstrosity ability. Works well with Kiora's Follower.
Savage Knuckleblade-Solid 4/4 for three mana that can dodge removal. With the extra mana provided by Whisperer of the Wilds, his activated green ability can trigger more regularly to taken on bigger creatures, which is important since this deck only has one creature with power greater than 5 (Dragonlord Atarka).
Nissa, Vastwood Seer
-Good midgame and lategame. Threat that demands removal a lot of the time because this deck can make it to seven lands occasionally. This may allow a bigger physical threat survive a little longer. All her abilities on the planeswalker side are relevant to this deck. Her -2 isn't necessarily great, but with this being a ferocious deck, a 4/4 is just fine.
Polukranos, World Eater-Can clear out tokens and other creatures pretty reliably if its monstrosity ability is triggered. Whisperer of the Wilds once again would add a little more juice to its ability.
Hooting Mandrills-A lot of people may laugh at this, but this card can actually be a lifesaver. If the board gets wiped, this guy can be cast for cheap. Frost Walkers will die pretty regularly, so this guy takes those scraps, comes out swinging, triggers ferocious, and has trample. The graveyard is a bit neglected in this deck, so it's nice to have a possible outlet for all that stuff.
Dragonlord Atarka-Deals with planeswalkers, weenies,tokens, and is a big creature in a deck that doesn't have a ton of those. Nothing hurts worse than having Temur Ascendancy on the board when this comes out.
Genesis Hydra-Helps flood the board with more permanents, and this deck should have enough ramp to dig pretty deep for a card that you want to get immediately. Could even use in combo to lay down Temur Ascendancy at the same time, which essentially is like laying down two permanents, giving Genesis Hydra haste, triggering ferocious, and drawing a card for as little as six mana.
Instants:
Icy Blast-Opens up opponent for some pretty hefty damage at best for possibly two turns. At worst, it's a stall tactic that can buy a turn for you to draw the card(s) you need. Can be really annoying for opponents who use noncreature cards that buff or temporarily boost stats because now these cards are basically unplayable while their creatures are tapped out.
Stubborn Denial-used to have Temur Charm in this slot but I found that this card works a bit better because it comes out a lot earlier. Counters the targeted removal that can really beat this deck down. Protects the ultra-fragile Frost Walker quite nicely and can deal with a turn one Thoughtseize if on the play.
Clash of Wills-put this in because of it's versatility (creature and non-creature) and the fact that it's good at almost any point in the game. With the amount of mana generated in this deck, it should be able to overpower a lot of other deck's mana pools.
Sorceries:
Crater's Claws-almost but not quite a lightning strike because it's not an instant. At the same time, Ferocious is easy to trigger in this deck and with the extra mana being dropped off by Whisperer of the Wilds, it can do some serious damage to an opponent creature or player.
Shamanic Revelation-source of card draw and lifegain if the game goes longer than expected. Allows you to possibly keep up for a couple more turns against more control heavy decks.
Roast- Allows for removal of a lot of larger threats. While not as versatile as Crater's Claws, it is much cheaper and can be used earlier in game.
Enchantments:
Temur Ascendancy-Basically a ferocious enchantment that allows creatures to swing a turn early for only three mana. Good source of card draw for this deck. Opponent's
Planeswalkers:
Kiora, the Crashing Wave-neuters the opponent's most viable threat if this deck is dealing with a troublesome creature. It's great because you can attack with an early threat like Frost Walker and they may take the damage because they think that they can get in a big turn afterwards. Stick Kiora down and that threat is now non-existent. Her second ability fits in with the ramp engine and is great if there are any extra lands in hand.
Sarkhan Unbroken-great card for this deck because by turn four or five, this deck will be running low on cards. First ability gives exactly what this deck needs to keep moving along. The -2 is perfect because it's 4/4 ferocious flyers, and if Temur Ascendancy is on the table, opponent's will start having serious problems keeping up.
Lands:
Lots of pain lands because having the versatility to drop Blue or Green in the first two turns is key. This deck aims to start fast in the first three turns, so the pain is worth it. Other than that it is pretty basic.
Sideboard:
Disdainful Stroke-for opponent's who like to delve or use big spells. Takes out annoying cards like Siege Rhino, Hornet Queenor any Planeswalker in the standard except for Ashiok, Nightmare Weaver.
Unravel the Aether-with enchantment and artifact decks running around, this card is helps get any troublesome cards out early on and at instant speed.
Feed the Clan-If taking damage too quickly from aggro decks, this can be swapped in place of Shamanic Revelation or just added on top of it.
Hornet Nest-good against aggro/creature based decks. Can even Roast or Crater's Claws these for a lot freaking hornets, which gives this deck a lot more removal threats or the ability to go wide.
Gaea's Revenge-versus control. Can be swapped out for some of the bigger creatures (Polukranos or Atarka) for an alternative threat where crowd controlling an opponent isn't as important.
Evolutionary Leap-important for Abzan and control decks who use a lot of removal to deal with threats. As long as you move slower in the early game to drop this down, more value can be generated out of fragile cards like Frost Walker.
Atarka's Command-can punch this deck in to high gear against control decks and swing for a lot of damage or play surprise defense against some flyers. This deck doesn't have a lot of ways to deal with flying threats, so the versatility of this card to go on offense or defense makes it a good sideboard card in a lot of matchups. Just this and an one unblocked 4/4 can equate to eight damage.
Burn Away-removes most big creatures in the format and exiles an opponent's graveyard at instant speed. Really important against Jeskai Ascendancy combo decks, the Den Protector/Deathmist Raptor Combo, and discard/delve decks.