Haven't seen this deck posted yet, but it absolutely destroyed me at a standard showdown and after recently building it, I can confirm it is extremely fun to play.
Couple things I'm curious of to improve it.
1. Ramunap is a true race. The deck can run out of steam and be beat by a sac'd Ramunap or Hezoret's ability. I'm thinking Suncourge would help here a lot, but some extra card draw would be nice as well. Any suggestions?
2. I've been toying with the idea of using Aviary Mechanic to bounce back Resilient Khenra to pull off the +x/+x again the next turn. Seems like adding more than 2 Aviary's could hurt the race however. Think this is a reliable add?
3. I took this sideboard from a recent MTGTop8 event. I think there is still room to improve the SB with some more card draw options.
Growth would get you the draw, Rallier reloads after a suicide swing (or makes Growth read G: Draw 2 cards), and Bishop is a little expensive but can grab things like Resilient Khenra.
Imo dump sacred cat and max narnam renegade.
I like aviary but i dont think you have enough ETBs to bother with. He works well with rhonas monument which in think would do alot for you.
And 1 or 2 lifecrafters beastiary would help with your running out of has problem
My biggest complaint of Renegade Rallier is that the creature comes back after combat, which really doesn't give us the pump from Resilient Khenra. That's why Aviary Mechanic seemed interesting.
You just need a couple revolt triggers like unbridled growth mentioned above. And yeah if youre including a cartouche aviary has more targets and rallier gets better.
Unbridled
Aviary
Field of ruin
The 1 drop elephant whos name i always forget.
Theyre all decent revolt triggers
I'm going to test with 3-4 Nature's Way. That just seems really powerful in this deck. It shouldn't be hard to remove a creature and then being able to swing in with trample is huge. Just swap it out for more creatures when playing against God's and control decks.
Maybe try two or three Glory-Bound Initiate in place of two or three Merfolk Branchwalker. If it isn't destroyed then it swings hard. They either chump block and you kill their blocker and gain 4 life, or they take on a difference of eight. It ought to help in the aggro match-up, and it gives you more board presence on turn 2.
How has Scattered Groves been? At best it's a needed dual land or draw for 2, but your mana sources seem solid to me without it. I would consider putting a Plains in its place, which maintains your 78% turn 4 double white mana probability that you might need for when you sideboard. On the plus side you'll curve out better when you draw into it, which is important for aggro decks. But if you find yourself drawing for 2 often then maybe not.
Played with the deck I posted above at a local Standard Showdown, went 2-1. Here were the matches:
Sultai Energy (2-0)
First game got lucky with them pulling a bad hand. Deck still curved well. Second game was a bit of a grind, but again things curved smoothly. Nature's Way is a champion against the usual energy creatures, especially with Narnam Renegade. Great addition to the deck, thanks @D90Dennis14! Cast Outs also are champs vs energy. Heroic Intervention was a needed too. Adorning Pouncer stole the show though.
God's Gift (2-1)
If you curve you are in a great spot. If they get God's Gift out, the match gets dicey. Again, Cast Outs and Nature's Way felt like the SB pieces to pull out the win.
Temur Energy (1-2)
Tough deck to beat. Oketra the True won a match. It also was not able to activate during another. I feel if the deck had a little more speed and was a touch more overwhelming it would do better.
Thoughts: Heroic Intervention may belong in the main. Legion's Landing isn't needed. Merfolk Branchwalker is underrated in this deck, a 3/2 on turn two is powerful and slows Longtusk Cubs down. Oketra the True has a hard time activating. Nature's Way is great, but maybe only needs 3 copies.
I made some small and big tweaks and want to try throwing in two copies of both Oketra's Monument and Rhonas's Monument. Both help you cast creatures quicker, and Oketra's makes it easier to activate Oketra the True while Rhonas makes the deck harder to handle.
Going to cut the Grove. Never had much of an issue with having enough Forest or Plans to cast spells, just gotta mulligan if you don't have an opening hand with a way to cast either color and agree about another non-tapped land giving a better curve would be better.
The monuments are amazing. It is exactly what this deck needed. I don't know which one I prefer, but people do not know what to do when the Rhona's Monument comes out. Then having an Aviary bounce a cheap creature to give 2-3 creatures +2/+2 and trample really starts punishing the opponent.
I'm a bit more pump oriented and weaker to RDW but I want to make sure that I'm running over Temur decks and punishing their slow keeps. Once they get behind, Ripjaw Raptor and the back half of Appeal // Authority basically means they're doomed.
The deck needs more G than W, since you want to activate Oasis and Rhonas with Blossoming Defense backup.
So I just stumbled on this thread after looking for something to shift gears to following disappointment elsewhere. I had independently started working on a mostly-green Stompy flavour of build (minor white splash for a couple cards), but I have a feeling this might be more consistent than a list that stopped at 2cc with 16 lands...
I don't see energy being considered in any posted builds, so I thought I would put up my first very rough take on a G/w list for critique. It's seen exactly zero play (considering I thought of it this morning at work) so keep that in mind!
One thing I am curious about. I understand that an important win-con is Appeal//Authority. Yet, I notice that many lists ate not running the full playset. Why?
Honestly it may be the wrong idea to only have 3. But I figure the Rhonas Monument can help with the pump half of it. I've noticed it also can put more attention on your graveyard, which can hurt if you know you have one Adorned Pouncer in the grave that you are hoping goes unnoticed to Eternalize. Having your graveyard exiled when having 3-4 nice pieces in it can really hurt the late game.
I'm still trying to figure out if the Monument approach is the way to go or not. When it works, it is overwhelming, other times the setup of it takes too long...
Interesting take on the deck. What is your SB like?
One thing I am curious about. I understand that an important win-con is Appeal//Authority. Yet, I notice that many lists ate not running the full playset. Why?
I run the full set of Hashep Oasis and a couple Rhonas.
They fundamentally do similar things.
Appeal // Authority can be pretty low impact. Rhonas, once left in play, is a house and can make combat miserable for your opponent. It slices, it dices, etc.
Oasis is a freeroll with an allied manabase. It's like a pump spell that doesn't actually take a card slot.
I was able to get out to FNM with a cobbled-together almost-complete list (the curse of last-minute building and card unavailability strikes!). I was missing one or two of all the 2-drops (sans Cub). Supplemented with an Oketra, her monument, Rishkar and a couple other things. Not surprisingly it went a disappointing 1-2... HOWEVER I learned a lot about the deck's synergies and decision-making, and came close pretty often.
Round 1 vs UR Enigma Drake - lost in 2 because I couldn't outgrow early Cryptic Serpents, and was totally unable to find any of my 3 Cast Outs post-board (this is sadly a recurring theme). Also didn't help that my Deathgorge Scavengers got burned on sight. Interaction with flying dorks might be worth a look - considering Heaven // Earth or, as has been brought up in the thread, Nature's Way. We played another couple games after and I won both of those, so it's not like I was unfavoured, just unfortunate. (As an aside, my opponent commented "is this the dreaded GW aggro I've been hearing about?" after my turn 1 Sunpetal Grove, so it sounds like this deck isn't a total unknown.)
Round 2 vs Sultai Energy - won in 3. Appeal // Authority gave me both of my wins, and got me close in the loss. Aethergeode Miner is surprisingly good, especially with a Cub on board to benefit. I ran 3 which, depending on what can be bought to fill out the missing pieces, might be enough.
Round 3 vs Esper Control - lost in 2. Game 1 I got him down to 3 but couldn't find a way to stick a dude after that. I was possibly too timid here, as I had lethal on board but opted to hold Rhonas back out of fear of Settle the Wreckage. Game 2 again the lack of Cast Outs (he played Tezzeret the Schemer and Gearhulks) bit me as I had to swing at his walker instead of his face.
So, lessons learned:
Consistency obviously would have helped. My hodgepodge of 2-drops meant I wasn't able to apply pressure has heavily as it seems this deck needs.
Oketra and her monument were lackluster. I don't think we want to be going wide here (maybe I am wrong about that?)
The energy sub-theme worked well, although I am concerned that a lower true land count means I won't be activating my Hashep Oasis as often as lists that run 3-4 more lands in place of my Attune with Aether. For now that's a trade-off I'm willing to work with, as the Bristling Hydra payoff in particular is outstanding.
My sideboard was a mess (not posted for obvious reasons). Once I get that refined, I need to learn my matchups and what the best in/outs are. As it was I found myself with plenty of cards to bring in but at a loss for what to take out, so I probably cost myself percentages there.
Evasion (flying/trample) or pseudo-haste (i.e. creatures with flash) might help with keeping the pressure on. Still pondering that piece.
Removal seems necessary. In addition to the aforementioned Cast Out and Nature's Way, I'm looking at Prepare // Fight and possibly Settles of my own. What else would be good here?
Hope that's helpful to you guys as we keep brewing this archetype!
I took a version of this deck to this last weeks showdown and went 4-0. 8-1 in games.
Deck performed really well, the only deck to take a game off of me was when I kept a 2 lander and never hit a 3rd land in 7 turns. Oh well.
I did not run Oketra in the deck, opting instead to put 2 ixalan bindings and 2 dusk//dawns in place of oketra and 2 blossoming defense.
I ran renegade rallier but in all my games without a way to trigger revolt easily it was lackluster. I do see a midrange option for the good value revolt creatures, but staying super low to the ground gets wins with this deck.
The stars of this deck are adorned pouncer, resilient khenra and appeal. The other creatures give really good value but those 3 together in an opening hand should be able to secure a game, especially a game 1 when the opponent doesn't know what's coming.
Will report after this weeks showdown. Gonna run 2 Gideon main for a solid 3 mana 4/4 that also neutralizes a threat the turn he comes down.
How did you find the Binding + Dusk/Dawn package? Did you miss B. Defense at all when you drew one of those other cards instead? Gideon sounds like a spicy addition. Definitely post back on how that turns out.
This is the 75 I'll be bringing to this weeks showdown on Wednesday, see how I do. Dusk//Dawn was solid for me this last week, but I now the dudes at my store will be on lookout for it and it's less effective. Putting in Ajani for the card advantage, plus the Bestiary's for the side. Plan for me is still run underneath most other decks. I'm excited to try out the Gideon, I like the idea of play him on 3, neutralize one of their threats, then activate him on 4 with an appeal and maybe another creature like resilient khenra to push big damage. Plus he can play some defense for me if the game slows down.
I really liked the binding, dusk//dawn was a meta call that I picked for my particular LGS that plays big creatures. It seriously gets back every creature we run. Gonna try just one this week and run settle in the sideboard instead, see how it goes. I also thought about running shaper sanctuary in the side, but not sure what I would cut for it.
Going down on Blossoming was a personal call because I always fear the pump spell flood with nothing to use it on if the board stalls out. I may go down the ajani and a 1 drop if I miss it this week.
I am working on a midrange build in Abzan with the renegade rallier, narnam renegade, green wheel liberator, unbridled growth and bishop of rebirth. Going Abzan for that one to run constrictor, fatal push, long tusk and bristling hydra. I like the instant cheap removal of black, but that one is tough because the mana is a bit tougher. I feel like it's a different deck altogether that runs about half of these cards, so I may start a new thread if I sleeve and play that one.
How are you guys sideboarding for the Big 3 meta decks? I'm working on my build and, as usual, I can think of all kinds of awesome cards to bring in but I am at a loss for what to remove. I know everyone's board-ins are different, but is there a general consensus with respect to what cards from the core maindeck should come out in each matchup? I'd rather not put myself in a situation where I have say 6-8 cards to bring in against aggro but only want to take out 3-4 (for example).
For red on the play I bring in impeccable timing for ferocidon, a third ixalan binding and the 3 deathgorge. I go down Gideon because he can't block their haste threats, go down Ajani cause too slow, dusk dawn because it misses most of their creatures and 2 adanto because you won't want to spend life to save them. Try to keep a fast hand that has a lifelinker to win the race. Ok the draw is similar, but add the settle the wreckage in place of the deathgorge scavengers.
For temur on the play I put in the deathgorge and take out the bindings and the dusk dawn. Just critical mass of creatures to pressure them from the start. On the draw I put in extra bindings and the settle the wreckages. Remove the dusk dawn and Ajani, narnam rengade, a forest and a kinjali sunwing. Getting to 4 lands with 22 on the draw is pretty doable.
Those are the only two I encounter at my LGS, your mileage may vary. I always approach it with what's my best way to win? On the play I want to deploy more threats than they can answer then trample in. A t2 adorned into t3 resilient plus an appeal or blossoming can rip half their life away if unblocked that puts anyone on the backfoot. On the draw you need to try and stabilize with lifelinkers and then deploy and win.
Thanks. Is it ever correct to board out Pouncers? It seems like especially vs red and Temur they just eat all the Magma Sprays. Same Q I guess could apply to everything.
My list only has dudes and pump cards main, so I keep finding myself in positions where I have to choose between dropping pumps and dropping bodies. Mainly it’s non-creatures that I want to bring in.
I’ll try and edit this post later to share my current build. I’m working the energy angle so don’t have all the same stuff to play with.
EDIT: Current list with sideboard work in progress...
The combo of Resilient Khenra with your double strike creatures like Adorned Pouncer or even Adanto Vangaurd can turn the game in your favor very quickly.
5 Forest
3 Hashep Oasis
7 Plains
1 Scattered Groves
3 Shefet Dunes
4 Sunpetal Grove
25 CREATURES
4 Adanto Vanguard
4 Adorned Pouncer
2 Kinjalli's Sunwing
4 Merfolk Branchwalker
2 Narnam Renegade
2 Oketra the True
4 Resilient Khenra
3 Sacred Cat
4 Appeal // Authority
4 Blossoming Defense
4 OTHER SPELLS
2 Aethersphere Harvester
2 Legion's Landing
1 Ajani Unyielding
2 Cast Out
2 Fumigate
2 Gideon of the Trials
2 Heroic Intervention
2 Ixalan's Binding
1 Settle the Wreckage
1 Skysovereign, Consul Flagship
2 Sunscourge Champion
Couple things I'm curious of to improve it.
1. Ramunap is a true race. The deck can run out of steam and be beat by a sac'd Ramunap or Hezoret's ability. I'm thinking Suncourge would help here a lot, but some extra card draw would be nice as well. Any suggestions?
2. I've been toying with the idea of using Aviary Mechanic to bounce back Resilient Khenra to pull off the +x/+x again the next turn. Seems like adding more than 2 Aviary's could hurt the race however. Think this is a reliable add?
3. I took this sideboard from a recent MTGTop8 event. I think there is still room to improve the SB with some more card draw options.
Cheers
Namely, Unbridled Growth, Renegade Rallier, and Bishop of Rebirth seem interesting.
Growth would get you the draw, Rallier reloads after a suicide swing (or makes Growth read G: Draw 2 cards), and Bishop is a little expensive but can grab things like Resilient Khenra.
I like aviary but i dont think you have enough ETBs to bother with. He works well with rhonas monument which in think would do alot for you.
And 1 or 2 lifecrafters beastiary would help with your running out of has problem
Cartouche of Strengthseems like a better fit to me than Cartouche of Solidarityespecially against Ramanup.
My biggest complaint of Renegade Rallier is that the creature comes back after combat, which really doesn't give us the pump from Resilient Khenra. That's why Aviary Mechanic seemed interesting.
Unbridled
Aviary
Field of ruin
The 1 drop elephant whos name i always forget.
Theyre all decent revolt triggers
Glory-Bound Initiate, Deathgorge Scavenger, Aerial Responder or Prowling Serpopard ?
Nature's Way would be a good removal option here, especially with "exert" creatures and Narnam Renegade (should be a 4x-of).
I'm also thinking of replacing Merefolk Branchwalker for Glory-bound Initiate but Merefolk's upside is the card draw. Seems like against aggro decks Glory-Bound is the way to go, but against control Merefolk is. Deathgorge Scavenger doesn't get large enough, but I'm SB'in two Prowling Serpopard.
Thanks for the suggestions. Going to put this together and post it.
4x Adanto Vanguard
4x Adorned Pouncer
2x Kinjalli's Sunwing
4x Merfolk Branchwalker
3x Narnam Renegade
2x Oketra the True
4x Resilient Khenra
Instants and Sorcery's (16)
4x Blossoming Defense
4x Appeal // Authority
4x Nature's Way
2x Legion's Landing Flip
Land (23)
5x Forest
3x Hashep Oasis
7x Plains
1x Scattered Groves
3x Shefet Dunes
4x Sunpetal Grove
2x Cast Out
2x Field of Ruin
4x Glory-Bound Initiate
2x Heroic Intervention
1x Ixalan's Binding
2x Lifecrafter's Bestiary
2x Prowling Serpopard
How has Scattered Groves been? At best it's a needed dual land or draw for 2, but your mana sources seem solid to me without it. I would consider putting a Plains in its place, which maintains your 78% turn 4 double white mana probability that you might need for when you sideboard. On the plus side you'll curve out better when you draw into it, which is important for aggro decks. But if you find yourself drawing for 2 often then maybe not.
Sultai Energy (2-0)
First game got lucky with them pulling a bad hand. Deck still curved well. Second game was a bit of a grind, but again things curved smoothly. Nature's Way is a champion against the usual energy creatures, especially with Narnam Renegade. Great addition to the deck, thanks @D90Dennis14! Cast Outs also are champs vs energy. Heroic Intervention was a needed too. Adorning Pouncer stole the show though.
God's Gift (2-1)
If you curve you are in a great spot. If they get God's Gift out, the match gets dicey. Again, Cast Outs and Nature's Way felt like the SB pieces to pull out the win.
Temur Energy (1-2)
Tough deck to beat. Oketra the True won a match. It also was not able to activate during another. I feel if the deck had a little more speed and was a touch more overwhelming it would do better.
Thoughts: Heroic Intervention may belong in the main. Legion's Landing isn't needed. Merfolk Branchwalker is underrated in this deck, a 3/2 on turn two is powerful and slows Longtusk Cubs down. Oketra the True has a hard time activating. Nature's Way is great, but maybe only needs 3 copies.
I made some small and big tweaks and want to try throwing in two copies of both Oketra's Monument and Rhonas's Monument. Both help you cast creatures quicker, and Oketra's makes it easier to activate Oketra the True while Rhonas makes the deck harder to handle.
4x Adanto Vanguard
4x Adorned Pouncer
2x Kinjalli's Sunwing
4x Merfolk Branchwalker
3x Narnam Renegade
2x Oketra the True
4x Resilient Khenra
Instant (4)
4x Blossoming Defense
6x Forest
3x Hashep Oasis
6x Plains
3x Shefet Dunes
4x Sunpetal Grove
Sorcery (7)
4x Appeal / Authority
3x Nature's Way
Artifact (4)
2x Oketra's Monument
2x Rhonas's Monument
3x Cast Out
4x Glory-Bound Initiate
2x Heroic Intervention
2x Lifecrafter's Bestiary
2x Settle the Wreckage
2x Solemnity
Looking forward to trying it out.
Thanks for the suggestion Mace
4x Resilient Khenra
4x Adorned Pouncer
4x Merfolk Branchwalker
4x Adanto Vanguard
3x Rhonas the Indomitable
2x Kinjalli's Sunwing
4x Ripjaw Raptor
3x Appeal // Authority
4x Sunpetal Grove
2x Scattered Groves
4x Hashep Oasis
9x Forest
5x Plains
Here's my version of GW.
I'm a bit more pump oriented and weaker to RDW but I want to make sure that I'm running over Temur decks and punishing their slow keeps. Once they get behind, Ripjaw Raptor and the back half of Appeal // Authority basically means they're doomed.
The deck needs more G than W, since you want to activate Oasis and Rhonas with Blossoming Defense backup.
I don't see energy being considered in any posted builds, so I thought I would put up my first very rough take on a G/w list for critique. It's seen exactly zero play (considering I thought of it this morning at work) so keep that in mind!
4 Aether Hub
4 Forest
3 Hashep Oasis
1 Plains
4 Sunpetal Grove
4 Sunscorched Desert
2 Rhonas's Monument
Instants:
4 Blossoming Defense
Sorceries:
2 Appeal // Authority
4 Attune with Aether
Creatures:
4 Adorned Pouncer
4 Aethergeode Miner
3 Bristling Hydra
4 Deathgorge Scavenger
1 Hope of Ghirapur
4 Longtusk Cub
4 Narnam Renegade
4 Resilient Khenra
Honestly it may be the wrong idea to only have 3. But I figure the Rhonas Monument can help with the pump half of it. I've noticed it also can put more attention on your graveyard, which can hurt if you know you have one Adorned Pouncer in the grave that you are hoping goes unnoticed to Eternalize. Having your graveyard exiled when having 3-4 nice pieces in it can really hurt the late game.
I'm still trying to figure out if the Monument approach is the way to go or not. When it works, it is overwhelming, other times the setup of it takes too long...
I run the full set of Hashep Oasis and a couple Rhonas.
They fundamentally do similar things.
Appeal // Authority can be pretty low impact. Rhonas, once left in play, is a house and can make combat miserable for your opponent. It slices, it dices, etc.
Oasis is a freeroll with an allied manabase. It's like a pump spell that doesn't actually take a card slot.
Round 1 vs UR Enigma Drake - lost in 2 because I couldn't outgrow early Cryptic Serpents, and was totally unable to find any of my 3 Cast Outs post-board (this is sadly a recurring theme). Also didn't help that my Deathgorge Scavengers got burned on sight. Interaction with flying dorks might be worth a look - considering Heaven // Earth or, as has been brought up in the thread, Nature's Way. We played another couple games after and I won both of those, so it's not like I was unfavoured, just unfortunate. (As an aside, my opponent commented "is this the dreaded GW aggro I've been hearing about?" after my turn 1 Sunpetal Grove, so it sounds like this deck isn't a total unknown.)
Round 2 vs Sultai Energy - won in 3. Appeal // Authority gave me both of my wins, and got me close in the loss. Aethergeode Miner is surprisingly good, especially with a Cub on board to benefit. I ran 3 which, depending on what can be bought to fill out the missing pieces, might be enough.
Round 3 vs Esper Control - lost in 2. Game 1 I got him down to 3 but couldn't find a way to stick a dude after that. I was possibly too timid here, as I had lethal on board but opted to hold Rhonas back out of fear of Settle the Wreckage. Game 2 again the lack of Cast Outs (he played Tezzeret the Schemer and Gearhulks) bit me as I had to swing at his walker instead of his face.
So, lessons learned:
Deck performed really well, the only deck to take a game off of me was when I kept a 2 lander and never hit a 3rd land in 7 turns. Oh well.
I did not run Oketra in the deck, opting instead to put 2 ixalan bindings and 2 dusk//dawns in place of oketra and 2 blossoming defense.
I ran renegade rallier but in all my games without a way to trigger revolt easily it was lackluster. I do see a midrange option for the good value revolt creatures, but staying super low to the ground gets wins with this deck.
The stars of this deck are adorned pouncer, resilient khenra and appeal. The other creatures give really good value but those 3 together in an opening hand should be able to secure a game, especially a game 1 when the opponent doesn't know what's coming.
Will report after this weeks showdown. Gonna run 2 Gideon main for a solid 3 mana 4/4 that also neutralizes a threat the turn he comes down.
How did you find the Binding + Dusk/Dawn package? Did you miss B. Defense at all when you drew one of those other cards instead? Gideon sounds like a spicy addition. Definitely post back on how that turns out.
4x Resilient Khenra
4x Adorned Pouncer
3x Merfolk Branchwalker
4x Adanto Vanguard
2x Gideon of the Trials
4x Kinjalli's Sunwing
2x Sacred Cat
3x Legions Landing
2x Ixalan Binding
1x Dusk // Dawn
1x Ajani Unyielding
2x Blossoming Defense
4x Appeal // Authority
2x Scattered Groves
3x Hashep Oasis
3x Shefet Dunes
6x Forest
5x Plains
2x Impeccable Timing
3x Deathgorge Scavenger
2x Ixalan Binding
2x Lifecraft Bestiary
3x Settle the Wreckage
1x Ajani Unyielding
2x Heroic Intervention
This is the 75 I'll be bringing to this weeks showdown on Wednesday, see how I do. Dusk//Dawn was solid for me this last week, but I now the dudes at my store will be on lookout for it and it's less effective. Putting in Ajani for the card advantage, plus the Bestiary's for the side. Plan for me is still run underneath most other decks. I'm excited to try out the Gideon, I like the idea of play him on 3, neutralize one of their threats, then activate him on 4 with an appeal and maybe another creature like resilient khenra to push big damage. Plus he can play some defense for me if the game slows down.
I really liked the binding, dusk//dawn was a meta call that I picked for my particular LGS that plays big creatures. It seriously gets back every creature we run. Gonna try just one this week and run settle in the sideboard instead, see how it goes. I also thought about running shaper sanctuary in the side, but not sure what I would cut for it.
Going down on Blossoming was a personal call because I always fear the pump spell flood with nothing to use it on if the board stalls out. I may go down the ajani and a 1 drop if I miss it this week.
I am working on a midrange build in Abzan with the renegade rallier, narnam renegade, green wheel liberator, unbridled growth and bishop of rebirth. Going Abzan for that one to run constrictor, fatal push, long tusk and bristling hydra. I like the instant cheap removal of black, but that one is tough because the mana is a bit tougher. I feel like it's a different deck altogether that runs about half of these cards, so I may start a new thread if I sleeve and play that one.
For temur on the play I put in the deathgorge and take out the bindings and the dusk dawn. Just critical mass of creatures to pressure them from the start. On the draw I put in extra bindings and the settle the wreckages. Remove the dusk dawn and Ajani, narnam rengade, a forest and a kinjali sunwing. Getting to 4 lands with 22 on the draw is pretty doable.
Those are the only two I encounter at my LGS, your mileage may vary. I always approach it with what's my best way to win? On the play I want to deploy more threats than they can answer then trample in. A t2 adorned into t3 resilient plus an appeal or blossoming can rip half their life away if unblocked that puts anyone on the backfoot. On the draw you need to try and stabilize with lifelinkers and then deploy and win.
My list only has dudes and pump cards main, so I keep finding myself in positions where I have to choose between dropping pumps and dropping bodies. Mainly it’s non-creatures that I want to bring in.
I’ll try and edit this post later to share my current build. I’m working the energy angle so don’t have all the same stuff to play with.
EDIT: Current list with sideboard work in progress...
4 Aether Hub
4 Forest
2 Hashep Oasis
3 Plains
2 Scattered Groves
4 Sunpetal Grove
Artifacts:
2 Rhonas's Monument
Instants:
4 Blossoming Defense
Planeswalkers:
2 Gideon of the Trials
3 Appeal // Authority
4 Attune with Aether
Creatures:
4 Adorned Pouncer
3 Aethergeode Miner
4 Bristling Hydra
1 Hope of Ghirapur
4 Longtusk Cub
4 Narnam Renegade
4 Resilient Khenra
2 Rhonas the Indomitable
2 Cast Out
3 Deathgorge Scavenger
2 Heroic Intervention
1 Ixalan's Binding
2 Lifecrafter's Bestiary
2 Skywhaler's Shot