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Temur Tower v2 (Standard)

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This version of Tower is more aggressive the the original with Bristling Hydra in place of the Shielded Aether Thief and Rogue Refiners. PLaying arounf with 1 copy of Padeem, Consul of Innovation to help keep the Towers and Gearhulks on the battle field, as well as a source of card draw. I will probably replace 2 anticipates in the maindeck with 2 horribly awry. Also looking at getting a couple copies of Kozilek's return which replace the radiant flames in the main board as well. Also looking to get a few copies of tireless tracker to put in the sideboard. This will allow me to create/crack clues for card draw.

The plan as it is with the Hydras main board is to have creatures in Game 1 that make Fatal Push almost useless. I will side them out for Longtusk Cubs, Dragonmaster Outcasts, and Thing in the Ice in game 2 as my opponent will more than likely side out the Fatal Pushes, then I will just need to Negate or Dispel the Unlicensed Disintegrations to keep them out on the battlefield. THen I can funnel all extra Energy counters, after tapping the towers, into the Longtusk Cubs.

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

Problems: Not legal in this format: Aether Hub, Game Trail, Lumbering Falls, Dynavolt Tower, Anticipate, Disallow, Glimmer of Genius, Harnessed Lightning, Natural Obsolescence, Attune with Aether, Incendiary Flow, Radiant Flames, Bristling Hydra, Padeem, Consul of Innovation, Torrential Gearhulk, Longtusk Cub, Dragonmaster Outcast, Torrential Gearhulk, Thing in the Ice // Awoken Horror, Dispel, Ceremonious Rejection, Natural Obsolescence, Incendiary Flow, Radiant Flames.

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