This deck used the adventure mechanic in the colors of temur (red, blue, green).
We want to play "Chancellor of Tales" on Turn 3 with some Ramp Creatures (Bramble Familiar, Ruby, Daring Tracker). The we double all our adventure spells. We bounce as many as possible and attack with some big hitters. With Elusive Otters Adventure and Chancellor Tales from Turn 3 it is possible to attack with 10 in the air.
IN PROGRESS
Just some notes:
Turn 1
- Elusive Otter U (prowess)
- Blow of Stream R (1 Damage)
Turn 2
- Questing Druid 1G (get +1/+1 counter for each own spell except G)
- Seek the Beast 1R (exile top 2 cards and play until end step)
- Lagoon Breach 1U (bounce attacking creature)
- Groves Bounty XG (verteile X +1/+1 Marken)
- Thats Mine 1R (create a treasure)
- Twice the Rage 1R (one gets double strike)
- Bramble Familiar 1G (add G-Mana)
- Plant Beans 1G (play additional land)
- Entry Denied 1U (Return Creature with Mana 3 or less to hand)
- Stoke Genius 1R (discard hand and draw 2)
- Steam Clean 1U (return nonland permanent to hand)
- Scalding Viper 1R (1 damage to player when spell with Mana 3 is cast)
- Embereth Blaze 1R (2 damage)
- Ruby, Daring Tracker RG (make R or G Mana)
Turn 3
- Frolicking Familiar 2U (prowess, flying)
- Beat a Path 2R (2 creatures cant block)
- Beluna Grandsquall GUR (Trample, Permanents with Adventure cost 1 less)
Turn 4
- Grabby Giant 3R (Reach)
- Chancellor of Tales 3U (copy adventure spells, flying)
- Storyteller Pixie 3U (draw card on adventure, flying)
Turn 5
- Two-Headed Hunter 4R (Menace)
- Beanstalk Wurm 4G (Reach)
- Bellowing Bruiser 4R (Haste)
- Seek Thrills 2GUR (Mill 7 and get all adventures to hand)
- Virtue of Courage 3RR (exil x cards where x is non-combat damage and play cards until end of turn)
Turn 6
- Horned Loch-Whale 4UU (Ward 2)
- Belunas Gatekeeper 5U
- Hearth Elemental 5R (cost X less for each instand, sorcery or adventure in graveyard)
Turn 7
- Fetch Quest 5GG (Mill 7 and return creature, land, enchantment to field)