That "stock list" seems like it'll just lose game 1 to any deck except maybe gifts reanimator and control if they draw poorly. I played almost this exact 60 at the Gencon Championship qualifiers (only difference was aethersphere harvester over rhonas) and it just got rolled by almost everything that didn't get stuck on 1 land. Some things I noticed:
Stock list put 3 copies in the Top8 of GP Denver and subsequently won the GP but OK.
I just don't see how it has game against zombies without graveyard hate or maindeck sweepers, and often times radiant flames on its own isn't enough to clear their board.
Ramunap Red was almost entirely dependant on resolving a turn 3 Bristling Hydra with 3 energy in the pool. If I did, I usually won. If not, I didn't.
I also saw a lot of white decks playing multiple copies of Solemnity in their boards, including one person with a 2/2 split. Most of these decks have so many more creatures than not that Negate is bad to bring in, but if it resolves we have no way to remove it and just lose.
I run almost an exact 60 to Brad's list but I play a split of Hydra and Woodland Wanderer. Wanderer is insane against other creature deck and even against ramp since they can't remove it except when they cast ulamog.
Wanderer seems cute, but it's far from immune to removal. Almost any burn spell after a block kills it, it can still be pushed or O-ring'd. Hydra fades all removal if you've got the energy, and if you're playing smart you'll never go below 3 energy with one in play.
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Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
Here's a list that i saw doing well for day 1 for gp denver. eventually his run ended at 10-x. Though this isn't an RG shell. Posting it here since it seems more relevant to the RGx archetype.
2 Noxious Gearhulk
3 The Scarab God
3 Bristling Hydra
4 Champion of Wits
4 Rogue Refiner
4 Glint-Sleeve Siphoner
4 Servant of the Conduit
4 Attune with Aether
4 Grasp of Darkness
4 Fatal Push
2 Aethersphere Harvester
1 Island
3 Swamp
4 Forest
4 Aether Hub
2 Lumbering Falls
4 Botanical Sanctum
4 Blooming Marsh
Sideboard
1 Rhonas the Indomitable
1 Transgress the Mind
2 Negate
2 Yahenni's Expertise
2 Kalitas, Traitor of Ghet
1 Painful Truths
1 Gonti, Lord of Luxury
1 Dispel
1 Never // Return
1 Distended Mindbender
2 Skysovereign, Consul Flagship
*sorry I'm on mobile so i find it difficult to edit tags for the cards.
I've had a couple reps with the deck trying out The Scarab God. Basically it's a mirror breaker - won a game at 1 life. It is also great against Jeskai GPG and Zombies. Sadly didn't have much time to test it agains Ramunap Red, but my intuition says it is bad there.
I think the deck can be tuned to your metagame a lot - if you expect a lot on Ramunap Red go for the stocked version, if you expect a lot of Temur Mirrors go for the black splash. But in all cases I think we need to start packing some GY in our sideboard - Negates and Abrades I don't think are enough.
What do you guys typically perceive to be Temur Energy's biggest downfalls? Board wipes? Counterspells? Super aggressive starts? With GP Washington DC coming up and Temur Energy now to most played deck in the meta, I'd really like to understand what are its key weaknesses, other than of course Solemnity.
What do you guys typically perceive to be Temur Energy's biggest downfalls? Board wipes? Counterspells? Super aggressive starts? With GP Washington DC coming up and Temur Energy now to most played deck in the meta, I'd really like to understand what are its key weaknesses, other than of course Solemnity.
Having done some grinding with the deck of late, these are the biggest weaknesses I can find:
--We have problems with decks that go wide. Usually we want to have 1-2 beaters to win the game with, and we don't have great blockers. A deck like zombies or monument that can just go super wide makes it very hard to win, doubly so if they can get creatures to 4 toughness.
--We have some problems with decks that have hyper-aggressive opens. We have a number of removal spells, but we really want to see 3-4 of them early. Dealing with ramunap red is really viable when your opening hand has 2 abrade and a harnessed lightning, but if it's all cheap dudes and attunes you won't get there.
--Be careful with overextending, both with playing out all your dudes and with spending all your energy. Dumping 10 energy into a longtusk cub only to have it get fatal pushed can be as much of a blowout as having a lethal alpha strike stopped by a fumigate. Always keep 3-4 energy available unless you 100% know you win by spending it all, or lose by not spending it all.
Proper sideboarding is also a backbreaker if you're bad, but you'll need to ask someone else how to do that.
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Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
I can't give specifics, and someone who's better at sideboard theory is likely to correct me, but here's what I can offer.
Mirror: Some people have gone to The Scarab God as a mirror-breaker. I haven't tested it but it seems good.
Zombies: Bring in more sweepers, more magma spray, and crook of condemnation if you run it. They go wider than us easily, and can go higher as well if we let them. Negate feels bad but we have no way to get rid of a resolved Liliana's Mastery, which will blank Radiant Flames/Sweltering Suns as a kill spell. Longtusk cub is really poor in this MU. This feels like a significantly unfavorable matchup, I'd estimate 45/55 game 1, down to 35/65 postboard.
Ramunap Red: Bring in any more spot kill you have. Do not bring in any chandras, they board in 2-3 Chandra's Defeat. You may even consider cutting glorybringer to leave it completely dead in their hand. If you play aethersphere harvester it's not the worst board in. We're probably 50/50 for the entire match.
WU Monument: Sweepers are a must. Negate is also must-have to counter both the artifact and the Dawn half of Dusk//Dawn, we lose if that resolves. It's probably 40/60 preboard, up to around 55/45 post-board.
UR Control: This should be a mostly easy matchup because they often don't have a good way to interact that much. We go pure beatdown, board in some number of negate (mostly for Bolas) and any abrade we have in the board. 65/35 both pre- and post-board.
Mardu Vehicles: If you have extra Abrades in the board, bring them in. Hour of Devastation can really blow open a clogged board and is your only real out if Avacyn comes down. Longtusk cub isn't great, servant of the conduit isn't good either. 45/55 pre-board, 55/45 post-board.
GB Constrictor: If they untap with a constrictor we probably lose. Bring in all the 3-damage removal you have. Try and save abrade for gearhulks, but stockpiling energy makes harnessed lightning a potential kill.
In general:
-Cut longtusk cub against any deck playing black.
-Cut Servant of the conduit against decks with a lot of cheap removal
-Cut skysovereign against decks playing red if you need more space.
-Bring in sweepers (Radiant Flames, Sweltering Suns, Hour of Devastation) against decks that go wide.
-Bring in Negate against decks with big bomb noncreatures (Nicol Bolas, God-Pharaoh , Dusk//Dawn , God-Pharoah's Gift , Liliana's Mastery and the like)
Someone else I'm sure will have more.
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Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
i've been reading a lot of articles regarding 4-color energy from SCG and CBF, splashing black for Scarab God. is the black splash worth it? i mean it looks nice and all but i want to be assured first before buying Blooming Marsh and Scarab God.
i've been reading a lot of articles regarding 4-color energy from SCG and CBF, splashing black for Scarab God. is the black splash worth it? i mean it looks nice and all but i want to be assured first before buying Blooming Marsh and Scarab God.
The article made it seem like a mirror breaker - so if the deck is common locally, it might be potentially worth testing. I honestly don't see appeal, but then again I don't see the appeal in Tireless Tracker. It doesn't seem like it would improve any matchup that other cards aren't better at helping.
This is the list I went 3-1 at last night, only loss was to God-Pharaoh's Gift, and that matchup is super unfavorable. Beat Ramunap, Grixis Control, and zombies somehow.
The main is stock, the sideboard is where all my changes are, I'll try to explain.
-- No Chandra, Flamecaller and Adding Hour of Devastation. Chandra would only come in against Zombies, instantly pop her -4 and that would be that. There's no other matchup that I can see her being useful. Hour on the other hand is a bona-fide sweeper against zombies with an anthem, or a God-Pharoah's Gift board, and not even monument's avacyn or selfless spirit gets them out of it.
-- No Tireless Tracker. Like Chandra, I can't see a matchup where bringing it in is relevant. Ramunap Red would be the least bad matchup, but in the early game we need to be trading burn for their threats, not playing a single dude they just burn out at EoT.
-- Extra Abrade/Magma Spray. Againt zombies and monument, we NEED magma spray early to exile threats before they can grow. Against Gift and Snake, we need 4 Shatter effects, and 3 damage is oddly relevant where 2 damage isn't. Most decks you will need a 4-of of on or the other, a few decks you just need 8 cheap kill spells. The options are useful.
-- Playing Aethersphere Harvester. We used to play this card - it flies, it gains life, and it's got 5 toughness. Ramunap has to draw abrade or we just get out of range so quickly.
I still have tons of trouble with sideboarding, if people could give advice on that it'd be great.
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Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
Hey all, made smart economic decisions and jumepd on this deck for the start of the new standard season. That said, today was rough. Got clobbered by my old deck (mono black zombies) 0-2 and Ramunap red 0-2, won a mirror and lost to a Jeskai Control deck on a poor draw from my deck.
As an aside, I never lost to Temur when I was on mono black zombies, mastery is so hard to deal with, plus colossus can make our removal look really bad. I thought I was in a winning position with Sky boat out, but my opponent 2x grasped and also had an answer to my hydra with Doomfall. For all the hype the deck gets I have always felt like it loses to itself more often than I like. That said I'm going to learn the deck and go all in, so questions:
Vs Ramunap Red, do we cut whirler virtuoso? Brad Nelson's SB plan calls for this and it didn't turn out well for me today. I was told that Whirler is good Vs Ramumanp, so I'm scratching my head here.
Vs Zombies, yeah, I don't know what to do here, I brought in sweepers and it didn't really matter.
Vs Control arch types, There are certain control variants this deck is good against U/R, but jeskai and U/B seem like an uphill battle.
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Standard Arena: Eh? Gruul or Die
Modern: Decks I'm playing right now: G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record) C Eldrazi Tron (9-5) UG Infect RW Burn
Need comments on my Temur Energy deck, as well as sideboarding against different match ups. I suck at sideboarding and I've been only playing Magic for 3 months. I've found mediocre results with this deck it got me top 5s and top 4 at the recent FNM. Need help optimizing against different match ups. I added hour of devastation to clear up board stalls against temur waiting for the enemy to commit as much creatures and then proceeding to add creatures the next turn
Hey all, made smart economic decisions and jumepd on this deck for the start of the new standard season. That said, today was rough. Got clobbered by my old deck (mono black zombies) 0-2 and Ramunap red 0-2, won a mirror and lost to a Jeskai Control deck on a poor draw from my deck.
As an aside, I never lost to Temur when I was on mono black zombies, mastery is so hard to deal with, plus colossus can make our removal look really bad. I thought I was in a winning position with Sky boat out, but my opponent 2x grasped and also had an answer to my hydra with Doomfall. For all the hype the deck gets I have always felt like it loses to itself more often than I like. That said I'm going to learn the deck and go all in, so questions:
Vs Ramunap Red, do we cut whirler virtuoso? Brad Nelson's SB plan calls for this and it didn't turn out well for me today. I was told that Whirler is good Vs Ramumanp, so I'm scratching my head here.
Vs Zombies, yeah, I don't know what to do here, I brought in sweepers and it didn't really matter.
Vs Control arch types, There are certain control variants this deck is good against U/R, but jeskai and U/B seem like an uphill battle.
vs Ramunap, you absolutely don't cut virtuoso - you cut servent of the conduit and maybe glorybringer to blank Chandra's Defeat and bring in more cheap burn spells and possibly aethersphere harvester if you have it. We are the control player in the matchup, resolving a bristling hydra with 6 energy to burn will often win the game on its own, but whirlers and the thopters they make are good blockers too.
vs Zombies you need to max out magma spray, and keep removal for Lord of the Accursed so your sweepers aren't dead. Hour of devastation is usually good enough as a sweeper, maybe 1 radiant flames if you can play it early enough. Negate feels bad, but its the only way we have to pick off Liliana's Mastery, which kind of kills us if we let it resolve. Cut longtusk cub first, then servant and maybe 1 hydra, keep all 3 glorybringers in.
vs. UR control we're pretty heavily favored because we just get in early and push damage before they can turn the corner. UB control I've never seem played before, but looking at the deck that won the GP it looks like a pain. That said I think we just have to push the aggro and not let them turn the corner with their creatures, but between the removal and the counterspells it seems significantly more difficult. I think we need to really rely on Hydra and fliers here. Jeskai can be painful because Spell Queller is so much value, even if we instantly kill it (we almost never can instantly kill it, they likely have another queller in hand it feels like) But we should be better - also if we can resolve rhonas and hydra, that ought to win the game on its own.
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Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
Hey guys, Im preparing for nationals, and taking along RG Pummeler. I manage to win gameday with it, and im comfortable with aggro-combo decks in general (I own Affinity and old Suicide Zoo in modern, Elves in Legacy). Im here to ask on how I should build my sideboard and on the flex slots in my mainboard.
I do feel that I will face quite a few tiered decks, including control. Im not sure how much help Prowling Serpopard would be in that matchup. Also I do feel a 2nd Aethersphere harvester should be used, and perhaps mainboarded in place of Larger than Life. And what are your thoughts on have Hashep Oasis? Do they make any difference in games?
Why aren't the nissa from kaladesh or amonkhet played in this deck?
Nissa, Vital Force doesn't really do anything that interacts favorably with what we're trying to do. The +1 is terrible in a format with Fatal Push, the -3 is okay, and the -6 does almost nothing.
Nissa, Steward of Elements is an interesting card and with our creature count (and her scrying to set it up) her 0 ability should be flipping a dude into play every time, and it's possible to just pay 8 mana for her and instantly cash her in for 10 damage against a tapped out opponent.. However, she's still unweildy, draws tons of removal, and isn't that much better than the cards we're already playing. As someone who tried to make her work, it just doesn't work out.
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Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
Great information about three effective builds from MTGO yesterday!
I've been looking for good shells for The Scarab God. When it crept into Temur Energy, I was in! I am 9-4 over the last little while with what has evolved into the following. After a frustrating experience with Solemnity, I found what seemed like a reasonable way to splash Cast Out. Cast Out seems to answer Solemnity, The Scarab God, Rhonas, Hazoret, God Pharaoh's Gift, etc reasonably well. Otherwise, I think the sideboard is rough and would love feedback on any part of the deck.
I suppose I should ask some questions to see if going 5 color is reasonable, or if you're just throwing too mana colors and bad mana into the deck like your sig suggests.
--is Scarab God actually good, or just random mirror-breaker tech? I've never been particularly sold on it, especially when graveyard hate is going to be more accessible and more useful with God Pharoah's Gift still being a force to contend with. What does it really do as far as advancing our gameplan?
--Do you expect other decks to play white to a degree that they can run Solemnity? If so, do you still think Cast Out is the card we want to use for it, as opposed to something like Appetite for the Unnatural? In general, I guess the question I'm asking is "do you really think splashing for the extra color gives us that many better options than the ones we're in?"
--I notice you're playing very few cards from Ixilan. Is that because you think the set is rather low-power, or do you think that since we're reliant on a Kaladesh-exclusive mechanic there's only so many non-Kaladesh cards we can squeeze in?
I had some other questions, but nothing else springs to mind.
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I suppose I should ask some questions to see if going 5 color is reasonable, or if you're just throwing too mana colors and bad mana into the deck like your sig suggests.
--is Scarab God actually good, or just random mirror-breaker tech? I've never been particularly sold on it, especially when graveyard hate is going to be more accessible and more useful with God Pharoah's Gift still being a force to contend with. What does it really do as far as advancing our gameplan?
--Do you expect other decks to play white to a degree that they can run Solemnity? If so, do you still think Cast Out is the card we want to use for it, as opposed to something like Appetite for the Unnatural? In general, I guess the question I'm asking is "do you really think splashing for the extra color gives us that many better options than the ones we're in?"
--I notice you're playing very few cards from Ixilan. Is that because you think the set is rather low-power, or do you think that since we're reliant on a Kaladesh-exclusive mechanic there's only so many non-Kaladesh cards we can squeeze in?
I had some other questions, but nothing else springs to mind.
Given your evident experience, I will proffer my opinions, but trust you to be skeptical. In the interest of full disclosure, I should acknowledge that I came to the deck looking for good The Scarab God shells, so some bias is to be expected.
I am 9-4 with the deck in the last week and a half. I am 1-1 in The Scarab God mirrors and 2-1 vs Temur without The Scarab God. 4 of those 5 matches were basically taken over by The Scarab God. The one I lost to Godless Temur was not much of a match due to poor draws. Combined with the recent tournament results, I basically concur. Straight Temur is probably better against Ramunap Red, while The Scarab God eats up midrange and is decent against control. So maybe it's a meta call.
Gameplan? We have a gameplan? I thought Energy just glued together all the best stuff. Chandra from Kaladesh, Glorybringer and Rhonas from Amonkhet, The Scarab God from Hour. Vraska or Carnage Tyrant from Ixalan?
Splash needed? Vraska can deal with enchantments without splashing W and Solemnity doesn't seem to be a prevalent issue. Cast Out is useful against more than Solemnity, though. It can answer The Scarab God, Chandra about to ultimate, God Pharaoh's Gift, Glorybringer, Crook of Condemnation, etc. So I think it can come down to the same meta call. If your meta demands something that can consistently withstand Ramunap Red, you are probably better off with straight Temur. If your meta is Temur mirrors, play The Scarab God consider next leveling with Cast Out and Ajani.
Ixalan? What dinos synergize with our non-synergistic deck? Carnage Tyrant is good, but slow. It definitely fits in the sideboard at least. Ripjaw Raptor is solid, but is it better than Bristling Hydra? Regisaur Alpha is good, but how many dinos are we going to run? The set seems extremely parasitic. Dinos will be better in the dino deck. The tribes of Ixalan will either be consistent and our good stuff will be outclassed or they will be inconsistent like the Vampires were and we will prevail. For the meta's sake, I hope for a balance.
Some people are saying that Ixalan is underpowered. I am not smart enough to tell. The tribes presumably get better with Rivals, but Wizards can't sell cards if the old decks rule. So Wizards needs to shake up the meta. Will this deck continue as tier 1? For me, the fun is in finding out.
I have been jamming Temur Scarab God-less with a ton of success. I don't think the deck is going anywhere post rotation, Ixalan tribes will be hard pressed to outclass it, maybe dinos can get there but I have a feeling we will find out very soon. Even in that case I think there are enough tools to adapt if we need to.
I don't think Ripjaw is better than Hydra, not in this deck, but I don't think it has to be. I haven't had time to do any testing with it yet but at worst I feel it takes tireless tracker's sideboard slot, and I think at least it can replace my mainboard Flagships. Tracker is essentially a 4 drop anyways if you are playing it correctly and raptor pays off (hopefully) without spending any more mana. I don't mind being a little overloaded on the top end, that's the point of the deck anyhow our cheap value creatures get us to the mid to late game to play our efficient harder to deal with threats. I have been thinking of going back and trying Channeler Initiate in the Cub spot lately as it feeds that gameplan rather well, turn 3 Hydras and turn 4 Glorybringers are great, and everytime I think I am going to do it a game comes along where 2 cubs grow themselves and just win the game.
Anyways I think we only get stronger after rotation, and we get a few new toys to play with even though Ripjaw seems to be the only auto include. I would be ready to manage aggro decks the first couple weeks, RR in particular but that is far from the worst that could happen as the matchup has always felt favorable to me and I have only lost to it once in the last month. We should out value most of the new stuff that people will be trying out for a few weeks then adapt to whatever the meta becomes. In the event something pops up that preys on Temur it likely has pretty bad matches elsewhere and won't stay around long. The current format is healthy and that is great, hopefully it stays that way. I believe Temur is likely the best deck, but if you pilot it inefficiently you will have a hard time finding success and even if you don't you will lose games here and there because it is not unbeatable.
I agree with 4 Abrade, Temur at least doesn't really want lightning strike, I don't think. We have tools to win through hate, abrade, negate, I don't even mind Slice In Twain as a 1 or 2 of if too many enchantments become a thing, or maybe there is a 3 mana green enchantment/artifact removal not rotating out I don't remember. A mana for a card is probably fine in the games you want it in anyhow, it gives you a card cheaper than the investigate one did.
I have accounter 2 specific deck i have problem with, maybe you guys can help me.
First one is U/W control, now they have acces to 4 settle the wrecake.
The deck is pretty simple, they have acces to 4 cast out, 4 fumigate and 4 settle the wreckage. The max i can do before they stabilize and cast the first second sun is like 10-15 dmg. And after that is game over. Our only good creature here is Glorybringer when they tap out. Our deck is too slow. If we go all in its settle the wreckage or fumagiate, if we take too much our time its counterspell (essance scatter/ supreme will etc.)
Post sideboard i bring in carnage tyrant and 4 negate, carnage tyrant do absolotely nothing it get fumigate or settle the wreckage the next turn without any problem. As for negate usually if we keep 2 mana open we dont put big threath for counterbackup, usually we use them for second sun. but by the time they cast the second one or the third one, they know we have negate and usually cast them with counterbackup. so its GG we lost
In my opinion the best way is to have some kind of token generator that keep pressure turn after turn, even if they fumigate or settle the wreckage turn after turn we keep the pressure. The problem again is cast out. They have so many cycle card, its not hard to always get what you want even with supreme will second ability, they always get what they want.
Any other solutions guys?
The other deck is the new token one with Legion landing+ all the token generator+anointed procession+vampires generator. The big problem is is settle the wreckage again. they can clean almost our entire board. Even if we negate they get so much blockers, we need some tampler enabler, but as soon as we get rhonas it get cast out. Weltering sun work, but because of Legion landing land they can produce a token to protect their life. And without trampler we cant do *****. The other way around is to have flyer, but usually it get settle the wreckage or cast out. They know glorybringer cost 5, so they keep mana open to deal with it.
Please need help
***Trust me guys the new settle the wreckage card from ixalan is really a bad news for temur energy, it can deal with our god with our haste creature without them losing their board, the extra lands drop do little to nothing***
Well I had a nice reply for you but I accidentally deleted it so I will just try to summarize it for you. Keep in mind I have not tested in an Ixalan environment yet due to lack of time, these are my initial observations and experience with current decklists.
This sounds stupid but win game one. You have no interaction game one and it should be the easiest for them. If you take that away from them they have to deal with winning through 2 games you can actually interact with them through. They should also be lower on Settle the Wreckage game one.
Don't overcommit to the board. Normal advice when playing against a control deck I know, but important. Play out your Refiners and Servants, that's fine you are getting your 2 for ones either way. But just one cub can go a long way if you make them NEED to answer it. It may mean swinging your aforementioned Refiners and Servants, even Whirlers into Settle the Wreckage mana and leaving your better creatures back. You are going to chip away at them that way and eventually force them to play more spells than they want to to clear up your board, at worst you force them into a fumigate and have chipped away at them, or bought enough time to negate the Fumigate. This should net you incremental advantage and is what you are looking for.
I dislike Carnage Tyrant. It forces control decks into white, and that is fine. In energy I really feel like Hydra is better. The same turn you cast Tyrant you could have cast a Hydra or Glorybringer with negate backup. There is a point in the game where they will either turn the corner or lose, and your main objective post board is to make sure that they fail. You do this by netting incremental advantage early, then shutting them down from taking over with your counterspell backup. This could mean running Dispel in the sideboard. That is the cheap interaction you need to blow out their Settles, and gives you cheap backup to your own negate. Its kind of like when you play a tracker on turn 4 with a Servant in play and negate their removal spell, good luck coming back from that. You don't have trackers anymore but the concept is the same. Evaluate what that turning point is for them, and be ready to stop it. Forcing them to Fumigate a single Hydra is another example and happens often enough if you have put on enough pressure early on. They don't have a choice but its really bad for them. I have had so many single Hydras Fumigated, and not just from Approach decks, and it feels great from my side of the table because that is not what they want Fumigate for.
I think I had some other points but that's the gist of it. Adapting to a the new meta will take some practice and what I said could be totally off base and won't really apply. I have just been playing this deck for as long as it has been in standard and that's the way I see it. Like with any deck, knowing it inside and out will be the real key and with enough reps you figure out where you want to be in most matchups. If something like approach proves to be too oppressive for temur its possible energy gets pushed into a deck with a base of swamps rather than mountains. Loosing Glorybringer sucks badly but utilizing Negate next to Duress and if it really came down to it, and it pains me to say, Lost Legacy, could all be problematic for Approach decks. But that would require them to really take over the meta and actually be favored in our matchup and that doesn't worry me too much. I am fine having to play through a few games that are 50/50s.
I am seeing/hearing a lot of brewers claim their brew is favored or crushes temur, but I doubt they have actually tested the match at any length. Most likely they have smashed into other brews on XMage/trice and make assumptions. Its just a side note but are you seeing any actual brews that are giving you trouble? Approach doesn't apply as its an existing deck trying to find its place in the meta.
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I just don't see how it has game against zombies without graveyard hate or maindeck sweepers, and often times radiant flames on its own isn't enough to clear their board.
Ramunap Red was almost entirely dependant on resolving a turn 3 Bristling Hydra with 3 energy in the pool. If I did, I usually won. If not, I didn't.
I also saw a lot of white decks playing multiple copies of Solemnity in their boards, including one person with a 2/2 split. Most of these decks have so many more creatures than not that Negate is bad to bring in, but if it resolves we have no way to remove it and just lose.
Wanderer seems cute, but it's far from immune to removal. Almost any burn spell after a block kills it, it can still be pushed or O-ring'd. Hydra fades all removal if you've got the energy, and if you're playing smart you'll never go below 3 energy with one in play.
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2 Noxious Gearhulk
3 The Scarab God
3 Bristling Hydra
4 Champion of Wits
4 Rogue Refiner
4 Glint-Sleeve Siphoner
4 Servant of the Conduit
4 Attune with Aether
4 Grasp of Darkness
4 Fatal Push
2 Aethersphere Harvester
1 Island
3 Swamp
4 Forest
4 Aether Hub
2 Lumbering Falls
4 Botanical Sanctum
4 Blooming Marsh
Sideboard
1 Rhonas the Indomitable
1 Transgress the Mind
2 Negate
2 Yahenni's Expertise
2 Kalitas, Traitor of Ghet
1 Painful Truths
1 Gonti, Lord of Luxury
1 Dispel
1 Never // Return
1 Distended Mindbender
2 Skysovereign, Consul Flagship
*sorry I'm on mobile so i find it difficult to edit tags for the cards.
Michael Jacob and others were using it to tech for the mirror.
I think the deck can be tuned to your metagame a lot - if you expect a lot on Ramunap Red go for the stocked version, if you expect a lot of Temur Mirrors go for the black splash. But in all cases I think we need to start packing some GY in our sideboard - Negates and Abrades I don't think are enough.
Having done some grinding with the deck of late, these are the biggest weaknesses I can find:
--We have problems with decks that go wide. Usually we want to have 1-2 beaters to win the game with, and we don't have great blockers. A deck like zombies or monument that can just go super wide makes it very hard to win, doubly so if they can get creatures to 4 toughness.
--We have some problems with decks that have hyper-aggressive opens. We have a number of removal spells, but we really want to see 3-4 of them early. Dealing with ramunap red is really viable when your opening hand has 2 abrade and a harnessed lightning, but if it's all cheap dudes and attunes you won't get there.
--Be careful with overextending, both with playing out all your dudes and with spending all your energy. Dumping 10 energy into a longtusk cub only to have it get fatal pushed can be as much of a blowout as having a lethal alpha strike stopped by a fumigate. Always keep 3-4 energy available unless you 100% know you win by spending it all, or lose by not spending it all.
Proper sideboarding is also a backbreaker if you're bad, but you'll need to ask someone else how to do that.
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
Mirror match
Zombies
Ramunap Red
WU Monument
UR Control
Mardu Vehicles
GB Constrictor
Mirror: Some people have gone to The Scarab God as a mirror-breaker. I haven't tested it but it seems good.
Zombies: Bring in more sweepers, more magma spray, and crook of condemnation if you run it. They go wider than us easily, and can go higher as well if we let them. Negate feels bad but we have no way to get rid of a resolved Liliana's Mastery, which will blank Radiant Flames/Sweltering Suns as a kill spell. Longtusk cub is really poor in this MU. This feels like a significantly unfavorable matchup, I'd estimate 45/55 game 1, down to 35/65 postboard.
Ramunap Red: Bring in any more spot kill you have. Do not bring in any chandras, they board in 2-3 Chandra's Defeat. You may even consider cutting glorybringer to leave it completely dead in their hand. If you play aethersphere harvester it's not the worst board in. We're probably 50/50 for the entire match.
WU Monument: Sweepers are a must. Negate is also must-have to counter both the artifact and the Dawn half of Dusk//Dawn, we lose if that resolves. It's probably 40/60 preboard, up to around 55/45 post-board.
UR Control: This should be a mostly easy matchup because they often don't have a good way to interact that much. We go pure beatdown, board in some number of negate (mostly for Bolas) and any abrade we have in the board. 65/35 both pre- and post-board.
Mardu Vehicles: If you have extra Abrades in the board, bring them in. Hour of Devastation can really blow open a clogged board and is your only real out if Avacyn comes down. Longtusk cub isn't great, servant of the conduit isn't good either. 45/55 pre-board, 55/45 post-board.
GB Constrictor: If they untap with a constrictor we probably lose. Bring in all the 3-damage removal you have. Try and save abrade for gearhulks, but stockpiling energy makes harnessed lightning a potential kill.
In general:
-Cut longtusk cub against any deck playing black.
-Cut Servant of the conduit against decks with a lot of cheap removal
-Cut skysovereign against decks playing red if you need more space.
-Bring in sweepers (Radiant Flames, Sweltering Suns, Hour of Devastation) against decks that go wide.
-Bring in Negate against decks with big bomb noncreatures (Nicol Bolas, God-Pharaoh , Dusk//Dawn , God-Pharoah's Gift , Liliana's Mastery and the like)
Someone else I'm sure will have more.
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
The article made it seem like a mirror breaker - so if the deck is common locally, it might be potentially worth testing. I honestly don't see appeal, but then again I don't see the appeal in Tireless Tracker. It doesn't seem like it would improve any matchup that other cards aren't better at helping.
This is the list I went 3-1 at last night, only loss was to God-Pharaoh's Gift, and that matchup is super unfavorable. Beat Ramunap, Grixis Control, and zombies somehow.
4 Forest
2 Mountain
1 Island
4 Aether Hub
4 Botanical Sanctum
1 Lumbering Falls
2 Spirebluff Canal
1 Game Trail
3 Sheltered Thicket
Creatures (24)
4 Longtusk Cub
4 Servant of the Conduit
4 Rogue Refiner
4 Whirler Virtuoso
1 Rhonas the Indomitable
4 Bristling Hydra
3 Glorybringer
4 Attune with Aether
2 Magma Spray
2 Abrade
4 Harnessed Lightning
2 Skysovereign, Consul Flagship
4 Negate
2 Chandra, Torch of Defiance
2 Radiant Flames
2 Abrade
2 Magma Spray
1 Hour of Devastation
1 Confiscation Coup
1 Aethersphere Harvester
The main is stock, the sideboard is where all my changes are, I'll try to explain.
-- No Chandra, Flamecaller and Adding Hour of Devastation. Chandra would only come in against Zombies, instantly pop her -4 and that would be that. There's no other matchup that I can see her being useful. Hour on the other hand is a bona-fide sweeper against zombies with an anthem, or a God-Pharoah's Gift board, and not even monument's avacyn or selfless spirit gets them out of it.
-- No Tireless Tracker. Like Chandra, I can't see a matchup where bringing it in is relevant. Ramunap Red would be the least bad matchup, but in the early game we need to be trading burn for their threats, not playing a single dude they just burn out at EoT.
-- Extra Abrade/Magma Spray. Againt zombies and monument, we NEED magma spray early to exile threats before they can grow. Against Gift and Snake, we need 4 Shatter effects, and 3 damage is oddly relevant where 2 damage isn't. Most decks you will need a 4-of of on or the other, a few decks you just need 8 cheap kill spells. The options are useful.
-- Playing Aethersphere Harvester. We used to play this card - it flies, it gains life, and it's got 5 toughness. Ramunap has to draw abrade or we just get out of range so quickly.
I still have tons of trouble with sideboarding, if people could give advice on that it'd be great.
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
As an aside, I never lost to Temur when I was on mono black zombies, mastery is so hard to deal with, plus colossus can make our removal look really bad. I thought I was in a winning position with Sky boat out, but my opponent 2x grasped and also had an answer to my hydra with Doomfall. For all the hype the deck gets I have always felt like it loses to itself more often than I like. That said I'm going to learn the deck and go all in, so questions:
Vs Ramunap Red, do we cut whirler virtuoso? Brad Nelson's SB plan calls for this and it didn't turn out well for me today. I was told that Whirler is good Vs Ramumanp, so I'm scratching my head here.
Vs Zombies, yeah, I don't know what to do here, I brought in sweepers and it didn't really matter.
Vs Control arch types, There are certain control variants this deck is good against U/R, but jeskai and U/B seem like an uphill battle.
Modern: Decks I'm playing right now:
G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record)
C Eldrazi Tron (9-5)
UG Infect
RW Burn
1 Chandra, Torch of Defiance
Creatures:
4 Bristling Hydra
2 Glorybringer
4 Longtusk Cub
1 Rhonas the Indomitable
4 Rogue Refiner
4 Servant of the Conduit
2 The Scarab God
3 Whirler Virtuoso
Sorcs and Instants:
4 Attune with Aether
2 Abrade
4 Harnessed Lightning
2 Magma Spray
1 Skysovereign, Consul Flagship
Lands:
4 Aether Hub
1 Blooming Marsh
4 Botanical Sanctum
4 Forest
1 Island
1 Lumbering Falls
2 Mountain
2 Sheltered Thicket
2 Spirebluff Canal
1 Swamp
1 Abrade
1 Chandra, Torch of Defiance
2 Confiscation Coup
4 Negate
2 Radiant Flames
2 Tireless Tracker
1 Baral's Expertise
1 Rhona's the Indomitable
1 Hour of Devastation
vs Ramunap, you absolutely don't cut virtuoso - you cut servent of the conduit and maybe glorybringer to blank Chandra's Defeat and bring in more cheap burn spells and possibly aethersphere harvester if you have it. We are the control player in the matchup, resolving a bristling hydra with 6 energy to burn will often win the game on its own, but whirlers and the thopters they make are good blockers too.
vs Zombies you need to max out magma spray, and keep removal for Lord of the Accursed so your sweepers aren't dead. Hour of devastation is usually good enough as a sweeper, maybe 1 radiant flames if you can play it early enough. Negate feels bad, but its the only way we have to pick off Liliana's Mastery, which kind of kills us if we let it resolve. Cut longtusk cub first, then servant and maybe 1 hydra, keep all 3 glorybringers in.
vs. UR control we're pretty heavily favored because we just get in early and push damage before they can turn the corner. UB control I've never seem played before, but looking at the deck that won the GP it looks like a pain. That said I think we just have to push the aggro and not let them turn the corner with their creatures, but between the removal and the counterspells it seems significantly more difficult. I think we need to really rely on Hydra and fliers here. Jeskai can be painful because Spell Queller is so much value, even if we instantly kill it (we almost never can instantly kill it, they likely have another queller in hand it feels like) But we should be better - also if we can resolve rhonas and hydra, that ought to win the game on its own.
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
4 Servant of the conduit
4 Longtusk Cub
4 Voltaic Brawler
4 Electrostatic Pummeler
2 Rhonas the indomitable
4 Bristling Hydra
Spells
4 Attune with aether
1 Larger than life
4 blossoming defense
3 Harnessed Lightning
4 invigorated rampage
2 fling
4 Aether hub
4 Game Trail
1 Cinder Glade
6 forest
5 mountain
2 Lathnu Hellion
2 Glorybringer
1 Aethersphere harvester
3 Magma spray
3 Abrade
2 Sweltering suns
I do feel that I will face quite a few tiered decks, including control. Im not sure how much help Prowling Serpopard would be in that matchup. Also I do feel a 2nd Aethersphere harvester should be used, and perhaps mainboarded in place of Larger than Life. And what are your thoughts on have Hashep Oasis? Do they make any difference in games?
Affinity
Legacy:
GBCombo Elves
EDH:
GEzuri, Renegade Leader's Elf Ball
Cube:
180 Peasant Micro Cube
Nissa, Vital Force doesn't really do anything that interacts favorably with what we're trying to do. The +1 is terrible in a format with Fatal Push, the -3 is okay, and the -6 does almost nothing.
Nissa, Steward of Elements is an interesting card and with our creature count (and her scrying to set it up) her 0 ability should be flipping a dude into play every time, and it's possible to just pay 8 mana for her and instantly cash her in for 10 damage against a tapped out opponent.. However, she's still unweildy, draws tons of removal, and isn't that much better than the cards we're already playing. As someone who tried to make her work, it just doesn't work out.
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
I've been looking for good shells for The Scarab God. When it crept into Temur Energy, I was in! I am 9-4 over the last little while with what has evolved into the following. After a frustrating experience with Solemnity, I found what seemed like a reasonable way to splash Cast Out. Cast Out seems to answer Solemnity, The Scarab God, Rhonas, Hazoret, God Pharaoh's Gift, etc reasonably well. Otherwise, I think the sideboard is rough and would love feedback on any part of the deck.
4 Longtusk Cub
4 Servant of the Conduit
1 Rhonas the Indomitable
4 Rogue Refiner
3 Whirler Virtuoso
4 Bristling Hydra
2 Glorybringer
2 The Scarab God
Spells
4 Attune with Aether
2 Magma Spray
1 Traverse the Ulvenwald
2 Abrade
4 Harnessed Lightning
1 Chandra, Torch of Defiance
1 Skysovereign, Consul Flagship
4 Aether Hub
1 Blooming Marsh
4 Botanical Sanctum
2 Forest
1 Island
1 Lumbering Falls
2 Mountain
1 Plains
3 Sheltered Thicket
1 Spirebluff Canal
1 Swamp
3 Negate
2 Dispossess
1 Radiant Flames
2 Tireless Tracker
2 Cast Out
1 Chandra, Torch of Defiance
2 Confiscation Coup
1 Chandra, Flamecaller
1 Nicol Bolas, God-Pharaoh
4 Longtusk Cub
4 Servant of the Conduit
1 Rhonas the Indomitable
4 Rogue Refiner
3 Whirler Virtuoso
4 Bristling Hydra
2 Glorybringer
2 The Scarab God
Spells
4 Attune with Aether
2 Magma Spray
2 Abrade
4 Harnessed Lightning
1 Chandra, Torch of Defiance
1 Skysovereign, Consul Flagship
4 Aether Hub
1 Blooming Marsh
4 Botanical Sanctum
2 Forest
1 Island
2 Mountain
1 Plains
4 Sheltered Thicket
2 Spirebluff Canal
1 Swamp
3 Negate
2 Dispossess
1 Sweltering Suns
2 Cast Out
1 Chandra, Torch of Defiance
1 Ripjaw Raptor
1 Vance's Blasting Cannons
2 Confiscation Coup
1 Carnage Tyrant
1 Nicol Bolas, God-Pharaoh
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
--is Scarab God actually good, or just random mirror-breaker tech? I've never been particularly sold on it, especially when graveyard hate is going to be more accessible and more useful with God Pharoah's Gift still being a force to contend with. What does it really do as far as advancing our gameplan?
--Do you expect other decks to play white to a degree that they can run Solemnity? If so, do you still think Cast Out is the card we want to use for it, as opposed to something like Appetite for the Unnatural? In general, I guess the question I'm asking is "do you really think splashing for the extra color gives us that many better options than the ones we're in?"
--I notice you're playing very few cards from Ixilan. Is that because you think the set is rather low-power, or do you think that since we're reliant on a Kaladesh-exclusive mechanic there's only so many non-Kaladesh cards we can squeeze in?
I had some other questions, but nothing else springs to mind.
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
I am 9-4 with the deck in the last week and a half. I am 1-1 in The Scarab God mirrors and 2-1 vs Temur without The Scarab God. 4 of those 5 matches were basically taken over by The Scarab God. The one I lost to Godless Temur was not much of a match due to poor draws. Combined with the recent tournament results, I basically concur. Straight Temur is probably better against Ramunap Red, while The Scarab God eats up midrange and is decent against control. So maybe it's a meta call.
Gameplan? We have a gameplan? I thought Energy just glued together all the best stuff. Chandra from Kaladesh, Glorybringer and Rhonas from Amonkhet, The Scarab God from Hour. Vraska or Carnage Tyrant from Ixalan?
Splash needed? Vraska can deal with enchantments without splashing W and Solemnity doesn't seem to be a prevalent issue. Cast Out is useful against more than Solemnity, though. It can answer The Scarab God, Chandra about to ultimate, God Pharaoh's Gift, Glorybringer, Crook of Condemnation, etc. So I think it can come down to the same meta call. If your meta demands something that can consistently withstand Ramunap Red, you are probably better off with straight Temur. If your meta is Temur mirrors, play The Scarab God consider next leveling with Cast Out and Ajani.
Ixalan? What dinos synergize with our non-synergistic deck? Carnage Tyrant is good, but slow. It definitely fits in the sideboard at least. Ripjaw Raptor is solid, but is it better than Bristling Hydra? Regisaur Alpha is good, but how many dinos are we going to run? The set seems extremely parasitic. Dinos will be better in the dino deck. The tribes of Ixalan will either be consistent and our good stuff will be outclassed or they will be inconsistent like the Vampires were and we will prevail. For the meta's sake, I hope for a balance.
Some people are saying that Ixalan is underpowered. I am not smart enough to tell. The tribes presumably get better with Rivals, but Wizards can't sell cards if the old decks rule. So Wizards needs to shake up the meta. Will this deck continue as tier 1? For me, the fun is in finding out.
What do you think?
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
I don't think Ripjaw is better than Hydra, not in this deck, but I don't think it has to be. I haven't had time to do any testing with it yet but at worst I feel it takes tireless tracker's sideboard slot, and I think at least it can replace my mainboard Flagships. Tracker is essentially a 4 drop anyways if you are playing it correctly and raptor pays off (hopefully) without spending any more mana. I don't mind being a little overloaded on the top end, that's the point of the deck anyhow our cheap value creatures get us to the mid to late game to play our efficient harder to deal with threats. I have been thinking of going back and trying Channeler Initiate in the Cub spot lately as it feeds that gameplan rather well, turn 3 Hydras and turn 4 Glorybringers are great, and everytime I think I am going to do it a game comes along where 2 cubs grow themselves and just win the game.
Anyways I think we only get stronger after rotation, and we get a few new toys to play with even though Ripjaw seems to be the only auto include. I would be ready to manage aggro decks the first couple weeks, RR in particular but that is far from the worst that could happen as the matchup has always felt favorable to me and I have only lost to it once in the last month. We should out value most of the new stuff that people will be trying out for a few weeks then adapt to whatever the meta becomes. In the event something pops up that preys on Temur it likely has pretty bad matches elsewhere and won't stay around long. The current format is healthy and that is great, hopefully it stays that way. I believe Temur is likely the best deck, but if you pilot it inefficiently you will have a hard time finding success and even if you don't you will lose games here and there because it is not unbeatable.
I have accounter 2 specific deck i have problem with, maybe you guys can help me.
First one is U/W control, now they have acces to 4 settle the wrecake.
The deck is pretty simple, they have acces to 4 cast out, 4 fumigate and 4 settle the wreckage. The max i can do before they stabilize and cast the first second sun is like 10-15 dmg. And after that is game over. Our only good creature here is Glorybringer when they tap out. Our deck is too slow. If we go all in its settle the wreckage or fumagiate, if we take too much our time its counterspell (essance scatter/ supreme will etc.)
Post sideboard i bring in carnage tyrant and 4 negate, carnage tyrant do absolotely nothing it get fumigate or settle the wreckage the next turn without any problem. As for negate usually if we keep 2 mana open we dont put big threath for counterbackup, usually we use them for second sun. but by the time they cast the second one or the third one, they know we have negate and usually cast them with counterbackup. so its GG we lost
In my opinion the best way is to have some kind of token generator that keep pressure turn after turn, even if they fumigate or settle the wreckage turn after turn we keep the pressure. The problem again is cast out. They have so many cycle card, its not hard to always get what you want even with supreme will second ability, they always get what they want.
Any other solutions guys?
The other deck is the new token one with Legion landing+ all the token generator+anointed procession+vampires generator. The big problem is is settle the wreckage again. they can clean almost our entire board. Even if we negate they get so much blockers, we need some tampler enabler, but as soon as we get rhonas it get cast out. Weltering sun work, but because of Legion landing land they can produce a token to protect their life. And without trampler we cant do *****. The other way around is to have flyer, but usually it get settle the wreckage or cast out. They know glorybringer cost 5, so they keep mana open to deal with it.
Please need help
***Trust me guys the new settle the wreckage card from ixalan is really a bad news for temur energy, it can deal with our god with our haste creature without them losing their board, the extra lands drop do little to nothing***
This sounds stupid but win game one. You have no interaction game one and it should be the easiest for them. If you take that away from them they have to deal with winning through 2 games you can actually interact with them through. They should also be lower on Settle the Wreckage game one.
Don't overcommit to the board. Normal advice when playing against a control deck I know, but important. Play out your Refiners and Servants, that's fine you are getting your 2 for ones either way. But just one cub can go a long way if you make them NEED to answer it. It may mean swinging your aforementioned Refiners and Servants, even Whirlers into Settle the Wreckage mana and leaving your better creatures back. You are going to chip away at them that way and eventually force them to play more spells than they want to to clear up your board, at worst you force them into a fumigate and have chipped away at them, or bought enough time to negate the Fumigate. This should net you incremental advantage and is what you are looking for.
I dislike Carnage Tyrant. It forces control decks into white, and that is fine. In energy I really feel like Hydra is better. The same turn you cast Tyrant you could have cast a Hydra or Glorybringer with negate backup. There is a point in the game where they will either turn the corner or lose, and your main objective post board is to make sure that they fail. You do this by netting incremental advantage early, then shutting them down from taking over with your counterspell backup. This could mean running Dispel in the sideboard. That is the cheap interaction you need to blow out their Settles, and gives you cheap backup to your own negate. Its kind of like when you play a tracker on turn 4 with a Servant in play and negate their removal spell, good luck coming back from that. You don't have trackers anymore but the concept is the same. Evaluate what that turning point is for them, and be ready to stop it. Forcing them to Fumigate a single Hydra is another example and happens often enough if you have put on enough pressure early on. They don't have a choice but its really bad for them. I have had so many single Hydras Fumigated, and not just from Approach decks, and it feels great from my side of the table because that is not what they want Fumigate for.
I think I had some other points but that's the gist of it. Adapting to a the new meta will take some practice and what I said could be totally off base and won't really apply. I have just been playing this deck for as long as it has been in standard and that's the way I see it. Like with any deck, knowing it inside and out will be the real key and with enough reps you figure out where you want to be in most matchups. If something like approach proves to be too oppressive for temur its possible energy gets pushed into a deck with a base of swamps rather than mountains. Loosing Glorybringer sucks badly but utilizing Negate next to Duress and if it really came down to it, and it pains me to say, Lost Legacy, could all be problematic for Approach decks. But that would require them to really take over the meta and actually be favored in our matchup and that doesn't worry me too much. I am fine having to play through a few games that are 50/50s.
I am seeing/hearing a lot of brewers claim their brew is favored or crushes temur, but I doubt they have actually tested the match at any length. Most likely they have smashed into other brews on XMage/trice and make assumptions. Its just a side note but are you seeing any actual brews that are giving you trouble? Approach doesn't apply as its an existing deck trying to find its place in the meta.