With all else being equal, the more cards you draw the more likely you will be to win the game
The Wish lets you look at your foes hand and cast, for free, a noncreature and nonland from their hand
Anytime an opponent casts any spell, you amass Orcs for 1, constantly giving you a creature to sacrifice or a massive one to attack with
Prowl in blue-black, for rogues sneaking around and trying to make the most out of what they steal Bloodthirst in black-red, for violent monsters that get worse when youre suffering Monstrosity in red-green, for creatures that experience something and snap Wither in green-white, for injuries that make you struggle to fight back Afterlife in white-black, for creatures whose deaths rouse angry ghosts Vanishing in blue-red, to represent things that are slowly melting out of reality Scavenge in black-green to represent, well, scavengeable things Living weapon in red-white, representing masks that are infected with a virus that coagulates a self if you dont provide one Emerge in green-blue, to represent magic that involves using meat to make magic work in uh, unsafe ways And heres the cards:
Temur Control Temur Control follows the same basic game plan as Jeskai control the board early until you can deploy your haymaker threats and close out the game quickly from there