Temur energy (Primer + Decklist
When I started playing magic, there was a deck I heard stories about. A deck which won the world championship. Nowadays known for the crimes committed in boros in modern, energy’s first breakout was in temur in standard, where it would eventually get 4 cards banned.
So what does it do in this format?
Temur energy is a midrange list backed up by the insane draw power printed on peema trailblazer, the two for one’s on amped raptor and synth eradicator, and the ability of oko, thief of crowns or Minsc & Boo, Timeless Heroes to singlehandedly close out games.
The Creatures
The Noncreatures
Lands
Nothing special to report here, other than the inclusion of helios one as a 1 of to grind better and sometimes blow up a card that otherwise is protected by countermagic.Sideboarding
Being in temur gives us access to basically anything we could ever want, besides hard spot removal. We get to go more into anti combo with cards like test of talents and spellpierce, hedge against control withactive volcano, because the deck has high card advantage the downside of wear down is practically nonexistent, and a boardwipe like anger of the gods insures we can’t get run over by a go wide deck.Decklist
When the list inevitably goes over, cutting the oko’s for more copies of minsc would be what I would recommend; as well as cutting the helios one.
Other cards to consider
For mainboarding, Aether spike looks promising as a counterspell that gives you energy, but runs into the issue of being a huge energy sink in the later half of the game compared to lose focus. However, both run into the issue of making amped raptor a whole lot worse since flipping either of them means you’ve done nothing with the raptor. unstable amulet is a great card for value, but it butts heads with peema trailblazer, with its consistent need for energy to be fed into it to do anything. You could also play some amount of volatile fault to help against a lands deck like post or depths, or a deck not running basics like oops.
For sideboarding, there’s a lot of options. Mystical Dispute, dispel, and rending volley can help more against control lists; vapor snag, wipe away, and in too deep can help against a deck aiming to play/cheat in one large creature. damping sphere would seem like a good idea, but this deck often wants to double spell and that hurts your ability to do that a lot.
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Trials