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Dragons of Tarkir stuff has been spoiled and a Temur dragon deck looks insane with Sarkhan and the new dragons. Topped off with the Temur Charm doing everything that we could ever need and more, this late game deck should ramp quickly to see a dragon filled end.

We'll wait and see for what other dragons will be in DTK and modifications will be made if anything proves worthwhile!

For possible additions, I might add more counterspells to slow down aggressive strategies. Specifically I might add Trap Essence (to right out stop your enemies) or Stubborn Denial (to stop kill spells). I also might add a Crater's Claw because with all the mana that will flow late game, the spell might end the game.

For removals, I might take out a Collected Company because we only really need to use it once and having four of them might be overkill.

Here's the Strategy:
Early Game
Get some early dragon ramp action with Dragon Lord Servant, Kiora's Follower, Embodiment of Spring, and Shaman of the Forgotten Ways. If you need to, play Atarka's Command to get ahead in lands and to buff your early creatures to sustain aggro heavy decks. Temur charm can be used to counter spells to hold off enemy strategies.

Mid Game
Use Collected Company to find more ramping cards for your dragons. Drop Thunderbreak Regent so that your late game dragons will be moderately safe from removal. Sarkan should come down on turn 5 if he's in hand. By turn 6 you should definitely have more than enough mana to start churning out dragons.

Late Game
Use Savage Ventmaw to get all the mana you could ever dream of.
Use either Atarka to essentially win the game outright.
Drop Foe-Razer Regent to fight creatures and use Temur Charm to make your dragons slaughter their creatures and in turn make your dragons even bigger.
As soon as you start attacking with your dragons, the game should be won. Evasive, huge bodies in the air should end the game fairly quickly.

  • If your dragons get targeted, you burn your opponent back with Thunderbreak Regent making them regret any move.
  • Temur charm can be used to counter anything too gamebreaking to your strategy.
  • If you attack once with Atarka, World Render and another dragon, the game will be over.
  • If they have chump blockers, use Temur Charm to be unblockable for a turn.
  • If you pop Sarkhan's ultimate, I can't see the game possibly lasting through your next turn.

Optimal Game:
Turn One: Frontier Bivouac
Turn Two: Forest. Kiora's Follower
Turn Three: Mountain, Shaman of the Forgotten Ways
Turn Four: Land. Collected Company - let's say we find Shaman of the Forgotten Ways and Dragonlord's Servant. With your other creatures now - Tap Shaman add 2 mana to the pool, untap with Kiora's Follower, tap again. Play Thunderbreak Regent.
Turn Five: Land. Use Kiora's Follower and your two Shaman's to generate 6 mana. Summon Atarka, World Render with the help of the goblin shaman. Then using your 5 lands, cast Sarkhan Unbroken. (But at this point, you could leave the mana open to counter their spells on their turn)
Turn Six: Land optional. Attack with Atarka and Thunderbreak Regent. 20 damage. GG. You have 6(+) mana at your disposal to cast a counterspell if needed. You could cast Temur charm if you need to get past weenie flyers. Point is, you've got mana to deal with any problems. If you don't win the game by this turn, churn out another dragon with your shamans and Kiora's follower and end next turn.

TODO Changes:
Less Collected Company - probably remove it completely.

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Sideboard

This deck does not appear to be legal in Standard (Season from Sep 2021).

Problems: Not legal in this format: Frontier Bivouac, Wooded Foothills, Atarka's Command, Collected Company, Sarkhan Unbroken, Temur Charm, Dragonlord's Servant, Embodiment of Spring, Kiora's Follower, Shaman of Forgotten Ways, Thunderbreak Regent, Atarka, World Render, Dragonlord Atarka, Foe-Razer Regent, Savage Ventmaw, Stubborn Denial, Trap Essence, Frontier Siege, Temur Ascendancy.

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» Revision 3 April 1, 2015 Utilityman
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