Quote from ShiftedClock »Man the format got fast. I've been brewing a Temur version of the deck for a while that is doing well. Here's the list:
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4 Remand4 Cryptic Command4 As Foretold3 Living End3 Ancestral Vision4 Simian Spirit Guide2 Search for Tomorrow4 Curator of Mysteries4 Striped Riverwinder4 Street Wraith2 Valley Rannet2 Bring to Light3 Tolaria West1 Bojuka Bog1 Alchemist's Refuge4 Misty Rainforest2 Scalding Tarn1 Steam Vents1 Stomping Grounds2 Sulfur Falls2 Botanical Sanctum3 Island1 Mountain1 ForestSideboard:4 Violent Outburst3 Pulse of Murasa3 Anger of the Gods3 Blood Moon2 Jace, the Mind Sculptor
Pre-board it has the grindy value plan of cycling creatures and bringing them back with Living End, cast either via As Foretold or Bring to Light.
Post-board against fast decks, remove the Remands and Ancestral Visions for 4 Violent Outburst and 3 Anger of the Gods (for Humans, Affinity, Dredge, anything with small bodies) or 3 Pulse of Murasa (Burn, Mardu Pyromancer, anything grindy). This allows you to cascade into Living End reliably, with the backup plans of As Foretold -> Living End, and Bring to Light -> Living End.
Against Tron and Valakut decks there's turn 2-3 Blood Moon. Search for Tomorrow helps find basic Islands, which is also the reason there are 6 fetches. I haven't played against much Tron, so the plan against these decks is very much up for debate. I haven't tried Damping Sphere yet. I would assume that it's not that good in this deck, but I try to base my choices on playtesting rather than assumptions.
The two worst cards are Valley Rannet and Search for Tomorrow. They're good in certain situations, like against control where you want to hit your land drops reliably and can start hardcasting your creatures. I think maindeck Anger of the Gods over Search for Tomorrow is also totally reasonable.
Simian Spirit Guide is really good for casting Violent Outburst, Cryptic Command, or Bring to Light a turn early. Turn 2 As Foretold also feels strong. It also helps manafix for Anger of the Gods. (As do Valley Rannet and Search for Tomorrow.)
Ultimately it's the instant speed Living End that makes the deck tick. So one option is to play Violent Outburst main, with Ancestral Vision in the side for grindy matchups. I haven't tested that configuration yet.
Speaking of instant speed Living End, we can also cast it off of As Foretold using Alchemist's Refuge on our opponent's turn, for instance. Refuge also lets us suspend Search for Tomorrow on our opponent's turn, cast Ancestral Vision on our opponent's turn, cast creatures on our opponent's turn, etc. This is huge against control. This makes Refuge a huge Field of Ruin target, which makes Pulse of Murasa feel so good versus grindy decks. You can also get back a cycler with Pulse for extra value.
But it does feel like this overall shell, somewhere between control and combo, feels like the right style of control for the current format. Gotta go fast. You really want to have access to turn 2 Living End, or turn 3 at the latest.
Oh, I should mention that I initially played around with leaving Remand in with Violent Outburst. Then you cascade into Remand, return the Outburst to hand and draw a card. It was just too cute and inconsistent. The strength of the deck lies in the many ways to cast Living End, from turns 2-5, some being instant speed.
One other shortcoming that I'm trying to fix is the inability to play Relic of Progenitus or Tormod's Crypt to eat our opponent's graveyard. We're totally reliant on Bojuka Bog for that. Thankfully the Tolaria West's are less pressured to grab Living End or AV, and can be used to grab Bog or Refuge more often. As the games go long, casting Living End to wipe your opponent's board, eating their yard, then casting another Living End to get back your own board becomes more important.
I implore people to test this deck out, please. There are lots of matchups that I haven't been able to test (Modern is a huge format now). And while it feels like a powerful deck, I'm completely open to suggestions.
It also takes a while to get into the right mindspace for the deck, similar to the original deck. I've been testing this Temur version for weeks with friends, and I still make sequencing errors. It really has a tremendous number of decision trees to account for once you get past turn 4. For example:
Do I use this Spirit Guide to cast As Foretold on turn 2, or save it so I can Cryptic on turn 3?
Do I play Tolaria West tapped on turn 1 so I can wipe my opponent's board with SSG+Violent Outburst on turn 2, or suspend Search for Tomorrow so I can Cryptic on turn 3?