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I wanted to make a Temur midrange deck with control elements, and my favorite planeswalkers in the format. Midrange decks usually have a pretty bad game 1 vs control, so I tried to remedy that by including counters and big threats that can win if you can resolve them at the right time against a control player. Your game 1 vs aggro suffers a little bit because of this however, so in that sense it falls away from the classic midrange philosophy. It stands up nicely against the other popular midrange decks in the format, and will usually take the game 1. Stay weary of aggro decks like mono red, try to play their speed of game until you can stabilize and control the late game. Play slow and reactive in midrange mirrors, since they will most likely be packing counterspells aswell. A resolved chandra or nissa will most likely spell defeat to any control or midrange variant, especially if you have the means to protect them or untap with them.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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