Well, at least, combat override is how this thing started off, along with Yasova being my favorite legendary creature. But now I'm worried I've let focus drift away from that while trying to fluff this to 100.
More specifically, "combat override" here means manipulating how combat goes, mostly in terms of who's blocking whom (think of it as using combat for creature removal, not just opponent/planeswalker swatting). Melee, Invasion Plans, Hunt Down, etc. While looking at other Yasova lists, though, I managed to stray a little (further) into general control, and I'm not sure that's a good thing (look for cards like Mudslide). I suppose another way to put it is, should I strive for pure combat manipulation (or as close to pure as Temur gets in that regard), or go for general control (in which I suppose combat manipulation can have a place)?
(Obligatory disclaimer: I've yet to play Commander; the decklists are my attempt at making sure that when I have the funds and cards, I can hit the ground running, and not waste money on unneeded cards. Depending on what I can venture, though, I might be able to vector this into Magic Online.)
Domri Rade, Gruul Ragebeast, Ulvenwald Tracker: I'm also looking at fighting as a form of creature removal--and come to think of it, this could be another way to get rid of conscripts (well, not with the Ragebeast, but with the other two...).
Isochron Scepter: Mostly because I can see a place for reusable False Orders (besides the Balduvian Warlord) and Provoke. Only problem is that they're the only two cards that work with the Scepter, and I've yet to work out what tutors to use and what cards to displace them with. So the question becomes, find more inexpensive instants, or just cull the Scepter?
Mystic Snake: This critter, being my favorite card in the game, is kind of my talisman. If the commander allows GU--and it probably will--then the Snake goes in. No exceptions.
Serendib Sorcerer: Part of the combat manipulation game. That big, mean blocker suddenly isn't so big and mean any longer...
Sluggishness: This is one I'm on the fence about. It doesn't do much by itself, but it comes back whenever the victim dies, letting me keep someone out of defense on an at-least-semi-regular basis. Must be the common mystique...
Sword of Light and Shadow: Mostly for Yasova, as a way to boost both survivability and conscript choice, but should also be decent for any other (non-conscript) attacker. Mostly chosen because it protects from the two colors not in the deck.
Isochron Scepter was also removed, simply because there weren't enough cards for it to take advantage of.
Meanwhile, one thing I've noticed to be lacking: card draw. So the question becomes, where do we fit card draw in? The fight cards, like Domri Rade, look like possible things to excise.
More specifically, "combat override" here means manipulating how combat goes, mostly in terms of who's blocking whom (think of it as using combat for creature removal, not just opponent/planeswalker swatting). Melee, Invasion Plans, Hunt Down, etc. While looking at other Yasova lists, though, I managed to stray a little (further) into general control, and I'm not sure that's a good thing (look for cards like Mudslide). I suppose another way to put it is, should I strive for pure combat manipulation (or as close to pure as Temur gets in that regard), or go for general control (in which I suppose combat manipulation can have a place)?
(Obligatory disclaimer: I've yet to play Commander; the decklists are my attempt at making sure that when I have the funds and cards, I can hit the ground running, and not waste money on unneeded cards. Depending on what I can venture, though, I might be able to vector this into Magic Online.)
1 Yasova Dragonclaw
Creatures (24)
1 Altered Ego
1 Avalanche Tusker
1 Balduvian Warlord
1 Brontotherium
1 Champion of Lambholt
1 Conquering Manticore
1 Dominus of Fealty
1 Eternal Witness
1 Forgestoker Dragon
1 Gruul Ragebeast
1 Icefall Regent
1 Magus of the Unseen
1 Molten Primordial
1 Murkfiend Liege
1 Mystic Snake
1 Prophet of Kruphix
1 Rattleclaw Mystic
1 Sage-Eye Avengers
1 Sakura-Tribe Elder
1 Serendib Sorcerer
1 Shaman of the Great Hunt
1 Sower of Temptation
1 Thada Adel, Acquisitor
1 Ulvenwald Tracker
Planeswalkers (2)
1 Domri Rade
1 Sarkhan Vol
1 Isochron Scepter
1 Phyrexian Vault
1 Sol Ring
1 Strionic Resonator
1 Sword of Light and Shadow
1 Temur Banner
1 Vorrac Battlehorns
Enchantments (10)
1 Bow of Nylea
1 Evolutionary Leap
1 Invasion Plans
1 Mudslide
1 Quiet Contemplation
1 Retreat to Kazandu
1 Retreat to Valakut
1 Shivan Harvest
1 Sluggishness
1 Stand or Fall
Sorceries (7)
1 Æther Mutation
1 Cultivate
1 Hunt Down
1 Map the Wastes
1 Roar of Challenge
1 Savage Punch
1 Traitorous Blood
Instants (9)
1 Desertion
1 Disharmony
1 False Orders
1 Illusionist's Gambit
1 Melee
1 Plasm Capture
1 Provoke
1 Ray of Command
1 Temur Charm
7 Forest
7 Island
6 Mountain
1 Alchemist's Refuge
1 Arcane Lighthouse
1 Breeding Pool
1 Cascade Bluffs
1 City of Shadows
1 Command Tower
1 Fire-Lit Thicket
1 Flooded Grove
1 Frontier Bivouac
1 Hinterland Harbor
1 Kessig Wolf Run
1 Lumbering Falls
1 Minamo, School at Water's Edge
1 Raging Ravine
1 Rootbound Crag
1 Shinka, the Bloodsoaked Keep
1 Steam Vents
1 Stomping Ground
1 Sulfur Falls
1 Yavimaya Hollow
Particular notes:
City of Shadows, Evolutionary Leap, Phyrexian Vault, Shivan Harvest: Sacrifice outlets to keep the enemy from getting Yasova's conscripts back. I'm probably going to need two or three other outlets than this, though. (In turn, I wonder if Nissa, Voice of Zendikar is merited, since she can supply a relatively steady stream of Plants.)
Domri Rade, Gruul Ragebeast, Ulvenwald Tracker: I'm also looking at fighting as a form of creature removal--and come to think of it, this could be another way to get rid of conscripts (well, not with the Ragebeast, but with the other two...).
Isochron Scepter: Mostly because I can see a place for reusable False Orders (besides the Balduvian Warlord) and Provoke. Only problem is that they're the only two cards that work with the Scepter, and I've yet to work out what tutors to use and what cards to displace them with. So the question becomes, find more inexpensive instants, or just cull the Scepter?
Mystic Snake: This critter, being my favorite card in the game, is kind of my talisman. If the commander allows GU--and it probably will--then the Snake goes in. No exceptions.
Serendib Sorcerer: Part of the combat manipulation game. That big, mean blocker suddenly isn't so big and mean any longer...
Sluggishness: This is one I'm on the fence about. It doesn't do much by itself, but it comes back whenever the victim dies, letting me keep someone out of defense on an at-least-semi-regular basis. Must be the common mystique...
Sword of Light and Shadow: Mostly for Yasova, as a way to boost both survivability and conscript choice, but should also be decent for any other (non-conscript) attacker. Mostly chosen because it protects from the two colors not in the deck.
1 Yasova Dragonclaw
Creatures (28)
1 Altered Ego
1 Animar, Soul of Elements
1 Assembled Alphas
1 Avalanche Tusker
1 Balduvian Warlord
1 Brontotherium
1 Champion of Lambholt
1 Conquering Manticore
1 Dominus of Fealty
1 Eternal Witness
1 Forgestoker Dragon
1 Gruul Ragebeast
1 Icefall Regent
1 Identity Thief
1 Master Thief
1 Molten Primordial
1 Murkfiend Liege
1 Mystic Snake
1 Rattleclaw Mystic
1 Sage-Eye Avengers
1 Sakura-Tribe Elder
1 Seedborn Muse
1 Serendib Sorcerer
1 Shaman of the Great Hunt
1 Sower of Temptation
1 Thada Adel, Acquisitor
1 Ulvenwald Tracker
1 Zealous Conscripts
1 Domri Rade
1 Sarkhan Vol
Artifacts (6)
1 Commander's Sphere
1 Phyrexian Vault
1 Sol Ring
1 Strionic Resonator
1 Sword of Light and Shadow
1 Vorrac Battlehorns
Enchantments (11)
1 Blood Mist
1 Bow of Nylea
1 Evolutionary Leap
1 Invasion Plans
1 Mudslide
1 Quiet Contemplation
1 Retreat to Kazandu
1 Retreat to Valakut
1 Shivan Harvest
1 Sluggishness
1 Stand or Fall
Sorceries (7)
1 Æther Mutation
1 Cultivate
1 Hunt Down
1 Map the Wastes
1 Roar of Challenge
1 Savage Punch
1 Traitorous Blood
Instants (7)
1 Desertion
1 Disharmony
1 Illusionist's Gambit
1 Plasm Capture
1 Provoke
1 Ray of Command
1 Temur Charm
6 Forest
7 Island
6 Mountain
1 Alchemist's Refuge
1 Arcane Lighthouse
1 Breeding Pool
1 Cascade Bluffs
1 City of Shadows
1 Command Tower
1 Fire-Lit Thicket
1 Flooded Grove
1 Frontier Bivouac
1 Hinterland Harbor
1 Kessig Wolf Run
1 Lumbering Falls
1 Minamo, School at Water's Edge
1 Raging Ravine
1 Rootbound Crag
1 Shinka, the Bloodsoaked Keep
1 Steam Vents
1 Stomping Ground
1 Sulfur Falls
Isochron Scepter was also removed, simply because there weren't enough cards for it to take advantage of.
Meanwhile, one thing I've noticed to be lacking: card draw. So the question becomes, where do we fit card draw in? The fight cards, like Domri Rade, look like possible things to excise.
As for Kaladesh...not much caught my eye. Durable Handicraft (useful for making creatures--like Yasova--stronger), Hijack, Renegade Tactics, Saheeli Rai (for the second ability), and Verdurous Gearhulk (see Durable Handicraft) were pretty much it.