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I've been working on a Temur deck for a while now, trying to find what I was most happy with, felt consistent, and might have a chance at my local FNM. I have trouble letting go of it or moving on to a different build for some reason. I want it to work. This is my latest iteration.
Game one is meant to be played fast. Hopefully you get a swiftspear in your opening draw. If you get a lightning strike as well, on turn two you could already have put 6 damage on the board. Put out Heir's and Frost Walkers for a decent two cost base to work from. He it's give you defense and removal. Frost walker's, who cares if they waste a card to get rid of it? He's a two cost 4/1, if he gets one shot in it was worth it, and it forces your opponent to use a removal card on a creature you're already comfortable with losing. From there just burn 'em, knuckleblades, thunderbreaks, and keep bring back flamewake's. Mindswipe them. Pump them. Just go beat down. If it was effective, keep at it second round. If the game went to long or you needed a little more longevity, use the sideboard to create a longer version of the deck. Sideboard:Drop swiftspears for MysticsDrop two of every creature but the Thunderbreak, leave three of those. Put in the rattleclaws, surraks, sarkhans, and Atarka's. Drop become immense for display of dominance to address hero's downfalls.
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