It's rare that it is difficult to figure out what basic land to Attune with Aether for, but if it is, follow your hand at your own discretion. Your first priority is to assemble all of your colors. Double green is the best, but if it prevents you from playing a Confiscation Coup, Chandra, Torch of Defiance, or Glorybringer, than a Mountain should take priority.
It's important to be willing to lean on an Aether Hub if it means you have all your color requirements solved. That said, it's likely correct to search for a basic land that will prevent you from having to use Aether Hub every turn even if it cuts you off a double color of mana. Assuming you will eventually draw a land is superior to using one energy per turn. This rule essentially equates to: Whenever you have an Aether Hub and no Forest, it is correct to Attune with Aether for the Forest. Most of your early game spells are green, and Bristling Hydra is the most frequent and cheapest double-costed spell that needs two green. A forest also lets any Rootbound Crag come into play untapped. While Mountain does the same, playing an early Mountain is much more detrimental to your development.
Playing Temur is mainly about establishing board control, which describes having more active permanents in play. As long as you are at parity or a bit ahead of the opponent, outright spell efficiency or haymakers both eventually put you ahead. As you trade off and Simplify the board you try to build up energy, which eventually yields a huge advantage over an opponent who is not gaining an extra resource. While in some matchups you want to press the attack, especially on the play, sometimes using removal to keep the board entirely clear can be advantageous.
Within energy mirrors, always operate delicately in the early turns. Sequence based on what puts you most ahead on the play and keeps you as even as possible on the draw. As a general rule, it's often correct to play permanents on the play and on the draw correct to always destroy two drops such as Servant or Longtusk Cub if you can. The more ahead you are on the play, the more effective your expensive cards become. While on the draw, keeping up is going to allow you to pull back into games with your expensive cards and give you the luxury to hold up reactive mana more often.
Put yourself in position to maximize your curve against the play:
I would plus Chandra, Torch of Defiance, generating two red mana, and use the mana to cast Harnessed Lightning, targeting the opponent's Servant of the Conduit. With our current hand, we are very light on action and are relying heavily on Chandra, Torch of Defiance. The big problem with using the -3 ability to destroy their Servant of the Conduit is that a Whirler Virtuoso is very likely to kill our Chandra, Torch of Defiance over a few turns and likely force me to burn a Harnessed Lightning on a Thopter Token. While we lose to Chandra's Defeat every time, Whirler Virtuoso leaves us very weak to a follow up Chandra, Torch of Defiance or Glorybringer. Four-Color Energy is more Planeswalker-heavy and much more likely to leave in all their Whirler Virtuoso, and often have less copies of Chandra's Defeat.
Temur versus Sultai is all about preventing them from establishing the battlefield, but also pivoting and identifying when you can become the aggressor. This is what Temur does in every matchup, but here they are built to snowball and Blossoming Defense you out. Glorybringer is a house against them, so if you can stay in the game until then you are much more likely to win:
During true Temur mirrors, it's advisable to not put yourself in situations where Glorybringer will outright beat you if at all possible. This goes back to the board control philosophy, where the less behind on board you are, the easier it is to hold up mana. Here is another judgement situation. I'm still wavering over what is correct here:
Most early game situations are quite manageable and obvious to an extent. Mono-Red is often the deck that gives me the most difficulty in early sequencing. Against Red, always look to establish a board presence while not allowing them mana or removal efficiency. Let's take a look:
Mike Sigrist demonstrates the power of getting one threat ahead against the control decks in these last two games against Guillaume Matignon. While these counters may be the obvious play, these games are solid examples of not only how but why you should use counters this way. Typically in Magic, the aggressor who boards in countermagic wants to use them to stop sweepers or huge card draw effects with some utility. Temur Energy is a midrange deck with tons of redundant threats that all hit very hard and are rather powerful. For Temur, it's generally right to use your Counterspells when you can, especially when protecting a threat. Let's take another look into a Temur vs Control game:
This is my first deep dive into one deck, so any feedback is appreciated. Thanks,
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